HEROCLIX RULES, ERRATA'S AND GENERAL UPDATES

79
HEROCLIX RULES, ERRATA’S AND GENERAL UPDATES DON’T PANIC

Transcript of HEROCLIX RULES, ERRATA'S AND GENERAL UPDATES

HEROCLIX RULES, ERRATA’S AND

GENERAL UPDATES

DON’T PANIC

INDEX

I) Heroclix GENERAL Frequently Asked Questions (page 3-16) II) General HeroClix Errata and Clarifications (page 17-21) III) Marvel HeroClix Errata and Clarifications (page 22-27) IV) DC HeroClix Errata and Clarifications (page 28-31) V) Indy HeroClix Errata and Clarifications – November 2005 (page 32) VI) HeroClix Comprehensive Tournament Rules (page 33-42) VII) DC Heroclix Team Abilities (page 43-44) VIII) Marvel HeroClix Team Abilities (page 45-46) IX) INDY HeroClix Team Abilities (page 47) X) 3D Objects (page 48) XI) HeroClix Map Clarifications (page 49-51) XII) Battlefield Conditions (page 52-54) XIII) Feats and Special Objects (page 55-63) XIV) Galactus Rules XV) Spectre Rules XVI) Sentinel Rules XVII) Sinestro Rules XVIII) Dark Phoenix/Jean Grey Phoenix Rules XIX) Danger Room Power and Ability Card

HeroClix Frequently Asked Questions – July 2006 HeroClix Frequently Asked Questions Updated 7/7/2006. Additions/Changes are in red text.

SECTION 1: Powers and Abilities Q & A Barrier Q: Can you destroy Barrier tokens? And if so, what happens to the tokens? A: Yes. Barrier tokens can be destroyed as per the normal rules for destroying blocking terrain. A piece of destroyed Barrier leaves a rubble token in the space the Barrier token was in. The rubble token is removed at the same time the Barrier goes away. Charge/Running Shot Q: Can a character use Running Shot with Ranged Combat Expert or Charge with Close Combat Expert? A: No to both. Running Shot and Charge are both power actions that allow for a free action to be used for a ranged or close combat action (respectively). Both the Ranged and Close Combat Expert powers are power actions, not combat actions. Q: Can a character use Charge and Exploit Weakness together or Running Shot and Psychic Blast together? A: Yes to both. Charge and Running Shot grant free close or ranged combat actions respectively. Exploit Weakness and Running Shot are close and ranged combat actions respectively. The free combat action from Charge or Running Shot can be used to activate Exploit Weakness or Psychic Blast. Q: Can a character pick up an object when using Charge, Running Shot, or Hypersonic Speed? Can that character use that object in the current action to attack? A: A character using Charge, Running Shot, or Hypersonic Speed may pick up an object during the movement portion of that action. A character using Charge or Hypersonic Speed may use the object to make a close combat attack in the same turn that the character picks up the object. A character using Running Shot may use the object to make a ranged combat attack (by throwing the object) in the same turn that the character picks up the object. A character using Hypersonic Speed cannot use the object to make a ranged combat attack (by throwing the object) in the same turn that the character picks up the object. This is because Hypersonic Speed grants an attack and throwing an object requires a ranged combat action. Energy Explosion Q: How is damage and splash damage applied with an Energy Explosion attack? If a character with Toughness were hit by both an attack and splash damage from and adjacent character, would the Toughness first reduce the damage from the attack and then reduce the damage from the splash? A: All damage is dealt at once. If a character were hit by both an EE attack and splash damage, then that character would be dealt 2 damage. If the character had Toughness it would be dealt 2 damage minus 1 for the Toughness for a total of 1 damage. Hypersonic Speed Q: Can a character use Hypersonic Speed option 1 (or the transporter move and attack ability) and use Ranged Combat Expert or Close Combat Expert together? A: No. Hypersonic Speed option 1 (and the transporter move and attack ability) are move actions that grant close or ranged combat attacks, not close or ranged combat actions. Powers that require a close or ranged combat action,or a power action (such as RCE and CCE), to activate cannot be used with option 1 of Hypersonic Speed or the transporter move and attack ability. Q: Can a character that has flight use the Hypersonic Speed option 1 (or a transporter use the move and attack ability) and carry another friendly character? Can that friendly character use any of its powers or abilities (such as Enhancement or Probability Control)? A: Yes, the character with flight and Hypersonic Speed or a transporter using the move and attack ability can carry a character with them while attacking. However, that character is carried through the entire movement and is not set down until the action is complete. Since the character being carried is “off the board” for the entire movement, the character being carried would not be able to use any powers, abilities, or feats during the Hypersonic or move and attack action.

HeroClix Frequently Asked Questions – July 2006 Q: How exactly does Hypersonic Speed option 2 work? A: Using Flash as an attacker and Gorilla Grodd as a defender, here’s an example of how HSS option 2 works… • The Flash attacks Gorilla Grodd who has a 15 defense. • The first roll is made against the 15 defense and is successful... Flash has a damage value of 1. • The second roll is made against a 16 defense and is successful... Flash has a damage value of 1. • The third roll is made against a 17 defense and is successful... Flash has a damage value of 1. • The fourth roll is made against a 18 defense and is successful... Flash has a damage value of 1. • A fifth roll is made against a 18 defense (because it's capped by the rule of 3)... Flash has a damage value of 1. • Flash decides to end the attack (or he misses his roll). Flash now adds all damage and deals that damage to Grodd. Even though Flash dealt 5 points of damage, Grodd will only take 4 due to the rule of 3 (1 damage plus 3 more). The end result is that Grodd will be dealt 4 damage and then apply any damage reducing powers for the end result. If Flash had rolled any critical hits, an extra point of damage dealt for each crit hit would be added on to the 4 from the attack. If Flash had rolled doubles at any time during his attack, knock back would be applied now. Mastermind Q: Can a character with Mastermind split any damage that it is dealt to more than one adjacent character? What if the damage dealt to the adjacent character is more than enough to KO it? Does the character with Mastermind take the remainder of the damage? A: A character with Mastermind transfers all the damage to a single adjacent character and may not divide the damage between characters. All damage is transferred with Mastermind, even if it is more than enough to KO the adjacent character. The character with Mastermind would take no remaining damage. Q: When damage from an attack that produces knock back is Masterminded off to another character, does the original target suffer knock back? A: No. Knock back is transferred along with the damage from the attack, and the character is knocked back as if it were hit by the original attack. The character suffering knock back is moved away from the character that made the attack. Q: If a character transfers damage with the Mastermind power, can the character receiving the damage use Toughness, Invulnerability, or Impervious? Can the character receiving damage roll Super Senses to avoid the attack? A: The character receiving the damage can use its damage reducing powers. Mastermind states that it “deals damage to that target instead”. All 3 of the damage reducing powers are activated anytime damage is dealt, so Mastermind will activate these powers. Super Senses cannot be rolled. Super Senses requires the character to be hit by an attack and Mastermind is not an attack. Q: Can damage from the Mystics/CrossGen/Archnos TAs be transferred with Mastermind? A: No. Mystics/CrossGen/Archnos TAs state that the attacking character takes 1 click of damage. Mastermind only works when the character is dealt damage. The glossary in the rulebook has definitions for both damage dealt and damage taken. Mind Control Q: If a character is Mind Controlled, can it use a free action (such as Outwit) and be given a non-free action (such as an attack)? A: No. Mind Control allows the Mind Controlled character to take an action as a free action. If the character used Outwit, Perplex, or some other free action that would be its one action that Mind Control allowed for. Q: Can a character with two action tokens on it be Mind Controlled? If the character has one action token on it and is Mind Controlled, does it take push damage? A: A character can be Mind Controlled even if it has two action tokens assigned to it already. A character that is Mind Controlled is given a free action. Since no action token is assigned to the character, there is no push when a Mind Controlled character makes its action.

HeroClix Frequently Asked Questions – July 2006 Outwit Q: Can a character use Outwit on an opposing character that is in hindering terrain and has Stealth (or using a Stealth-like team ability) when the two characters are adjacent? A: No. Outwit requires a line of fire to be drawn from the character with Outwit to the target opposing character. Stealth prevents a line of fire from being drawn, even when the characters are adjacent. Q: After using Perplex or Outwit does a character need to maintain the line of fire in order for the power to stay in effect? A: No. The character only needs a line of fire for the initial action of using Perplex or Outwit. Line of fire does not need to be maintained in order to maintain the effects of Outwit or Perplex. Q: What “counters” other powers? Does Outwit, Exploit Weakness, or Psychic Blast “counter” powers? A: Outwit is the only power that counters others. Exploit Weakness and Psychic Blast are penetrating damage (see the glossary in the rule book), but they do not counter other powers. Phasing/Teleport Q: Can a character with flight (or a transporter) and the Phasing/Teleport power carry another character and use Phasing/Teleport? A: Yes. Poison Q: Do damage reducing powers (Impervious, Invulnerability, and Toughness) reduce the damage from Poison? A: Yes. Poison deals damage and damage reducing powers reduce damage dealt. Q: Can damage reducing powers be Outwitted before Poison takes effect? A: Yes. Poison takes place at the beginning of the turn and Outwit can be used anytime during the turn, including at the beginning. It is up to the controlling player to choose the sequence of actions that occur at the beginning of the turn. Therefore, the controlling player could choose to use Outwit before using Poison. Probability Control Q: Can one of my characters with Probability Control use it to allow me to re-roll my character’s Impervious or Super Senses roll? A: Generally speaking, no. Probability Control allows you to re-roll your dice on your turn and force your opponent to re-roll his dice on his turn. Rolling for Impervious or Super Senses is your roll on your opponent’s turn. Q: Can Probability Control be used to re-roll a critical hit or a critical miss? A: Yes. Although a critical hit always hits and a critical miss always misses, they are still attack rolls and are therefore subject to the Probability Control power. Pulse Wave Q: Can a character with Lazarus Pit, Fantastic Four, or Suicide Squad still use the feat or team ability when KOd by an opposing character using Pulse Wave? Since Pulse Wave ignores all powers, abilities, & feats, would the character still go to the Lazarus Pit or gain the benefit of the team ability? A: Yes, the character would still go into the Lazarus Pit or the team ability could still be used. The effects of the feat or team ability occur after the Pulse Wave attack is resolved. Q: Does a character ignore its own powers, abilities, and feats when making an attack using Pulse Wave? For example, could a character with Perplex or Probability Control still use those powers when it makes an attack with Pulse Wave? A: The character may use its own powers, abilities, and feats when attacking with Pulse Wave. It does not ignore them. Q: If a character is hit with a Pulse Wave attack: Does a character holding an object drop the object? Is blocking terrain created with the Barrier power ignored if the character that created it is within range of the Pulse Wave attack? Does a character with Charge suffer knock back if doubles are rolled? A: Although Pulse Wave ignores all powers, team abilities, and feats it does not counter them. Therefore, characters holding an object will not drop the object, blocking terrain created by Barrier affects a Pulse Wave attack normally, and characters with Charge will not suffer knock back.

HeroClix Frequently Asked Questions – July 2006 Stealth Q: Does a character with Stealth, or a team ability that mimics stealth, need to cancel its power or team ability in order to use a power such as Perplex or Probability Control on itself? A: Yes. A character can draw line of fire to itself, but it cannot automatically do so. The team ability or power would need to be canceled in order to draw the line of fire to itself. Team Abilities Q: Does a character with the Kingdom Come team ability have to roll as it becomes adjacent to an opposing character with the Kingdom Come team ability? A: No. Kingdom Come characters ignore the team ability on other Kingdome Come characters. Q: If a wild card is copying the team ability of a friendly character and that friendly character is KOd, does the wild card retain that team ability? A: No, the wild card would not retain that team ability once the action that KOd the character with the team ability is complete. Q: Can a wild card copy the team ability that another wild card is copying? A: No. In order for a wild card to copy a team ability, the character the team ability is being copied from must possess that team ability. Since other wildcards do not actually possess the team ability that they are using, the team ability cannot be copied by a different wild card. Q: Can a non-flying character that has a wildcard team ability copy the Green Lantern team ability and carry up to 8 characters? What about if the character were using the Passenger feat card? What about a transporter (and could it carry up to 12 characters)? A: Flight is a requirement to carrying characters. A non-flier could not use the Green Lantern team ability to carry characters. The Passenger feat card is an exception to the general rule of needing flight to carry characters, but the Passenger feat card specifies that the character using the feat may only carry a single character. A transporter that uses or gains the Green Lantern team ability could carry up to 8 characters (the maximum limit set by the team ability itself). Q: Can a character with the Green Lantern Corps Team Ability carry flyers? Can a character use a non-free action after being carried by a character with the Green Lantern team ability? A: No. The only difference between a Green Lantern Corps member and another character is the number of figures that character can carry. All other rules for carrying characters apply as normal. Q: Will the damage from the Mystics/CrossGen/Archnos trigger retaliation from another Mystics/CrossGen/Archnos? A: No. Those team abilities require a successful attack to trigger the team ability. Damage taken from Mystics/CrossGen/Archnos is not an attack. Q: If an attack KOs a character with the Mystics/CrossGen/Archnos team ability, does that character still retaliate with its team ability? A: Yes. Even if the character is KOd, the team ability is still triggered because the character was hit by an attack and damage was dealt to the character. Q: Can the JLA (and Avengers / Brotherhood / Top Cow) TA be used with Hypersonic Speed (option 1) or the transporter move and attack ability? A: Those team abilities work anytime you give a character a move action. HSS (option 1) is a power action, so they will not work with HSS (option 1). The transporter move and attack ability is a move action, so they will work with the transporter move and attack ability. The result of this combination is that the character is able to use the transporter move and attack option and not use one of you actions from your allotment of actions. Q: Can a character with the Avengers/Brotherhood/JLA/Top Cow Team Abilities use a ‘free move’ action after being carried? A: Move actions using these TAs are not considered free actions. Although they do not count against your total actions for the turn, they are still defined as move actions and generate an action token, and so are not free actions. Since they are not free actions, you cannot use a move action after being carried.

HeroClix Frequently Asked Questions – July 2006 Q: If a character has a team ability that allows it to move without using an action from the controlling players allotment of actions (JLA, Avengers, Brotherhood, Top Cow) and the character also has Phasing/Teleport, can thatcharacter use Phasing/Teleport with the team ability (and have the action not come from the player’s allotment of actions)? A: No. Those team abilities work when the character is given a move action and Phasing/Teleport is a power action. Q: The Power Cosmic team ability says that powers can’t be countered. Does this mean that Power Cosmic figures are immune to Psychic Blast and Exploit Weakness as well as Outwit? A: No. Neither Psychic Blast nor Exploit Weakness counter damage reducing abilities. Instead, they are penetrating damage. Q: Can powers granted by team abilities (such as Outwit from the Superman Enemy team ability and Probability Control from the CSA team ability) be countered with Outwit? What about team abilities that are similar to powers (such as Batman Ally team ability)… can they be countered with Outwit? A: If the team ability grants a power, that power can be countered with Outwit. Team abilities that are similar to powers but do not grant the power itself (Batman Ally is like Stealth but it doesn’t grant Stealth) cannot be countered with Outwit because team abilities themselves cannot be countered. Q: If a character has Willpower and is using the Masters of Evil team ability, can the character continue pushing each round without ever taking damage? A: No. Willpower will only prevent the push damage that occurs from placing the second action token on a character. Any actions that are taken on subsequent turns by a Masters of Evil team member after it has two tokens on it cause unavoidable damage, which cannot be negated by Willpower. Telekinesis Q: Can a character take a non-free action after being moved with Telekinesis? A: Yes. Characters moved by the TK power do not have the same restrictions as those carried by other characters. Q: Can a character use Telekinesis to move an object into a square that another character occupies? A: Yes. The character in the target square does not block the line of fire to that square. Q: Can a character use Telekinesis to make a ranged combat attack with an adjacent object when an opposing character with Stealth that is standing on that object? A: Yes. The character with Telekinesis may use that object to attack that opposing character. The opposing character does not block line of fire to that square when using the object the opposing character is standing on. SECTION 2: Feats Q & A Q: Can a feat be assigned to a character that doesn’t meet the prerequisites? What about if the character might be able to meet the prerequisites by applying modifiers (or other effects) at a later time (for example, can a character with 0 range and Perplex be assigned a feat that requires range since the character has Perplex and would be able to Perplex up his range)? A: No. A character must be able to meet the prerequisites for a feat when the force is constructed in order to be assigned that feat. Q: Do the points from a feat card that states “choose a character” add to that character’s overall point value? A: No. The points for feat cards add to the overall force build total but not to any characters point value. Q: Can I assign an alternate team ability card (Thunderbolts, Fantastic Four, The Society, etc) to only some of the prerequisite team members on my force? A: No. Alternate team ability feat cards are “all or nothing”. All characters with the prerequisite team ability must use the feat card if it is a part of your force.

HeroClix Frequently Asked Questions – July 2006 Brilliant Tactician Q: Can a character with a non-wild card team ability use Brilliant Tactician to affect wild cards? Can a wild card with Brilliant Tactician affect non wild card team members? Can a character with Brilliant Tactician affect friendly characters that are assigned Thunderbolts? A: Yes. If a character with Brilliant Tactician were going to affect friendly wild card characters, the wild cards would need to declare the same team ability that the character with Brilliant Tactician has. If a wild card character is assigned Brilliant Tactician and it would like to affect other friendly characters, the wild card with Brilliant Tactician would need to declare the same team ability as the friendly characters that it would like to affect. A character with Brilliant Tactician can affect friendly characters with Thunderbolts as long as the team ability chosen using Thunderbolts is the same as the character using Brilliant Tactician. Q: Can a character with Brilliant Tactician use Perplex on a target friendly character to increase a combat value and then affect that same combat value on the same target character using Brilliant Tactician? A: No. The use of Brilliant Tactician is all one instance of Perplex. Brilliant Tactician modifies the use of Perplex so that it can affect multiple characters that share a team ability with the character that is assigned Brilliant Tactician. Q: Can a character with Brilliant Tactician use Perplex on a target opposing character to modify a combat value and then affect friendly characters that share a team ability with the character that is assigned Brilliant Tactician? A: Yes. Brilliant Tactician allows a character to use Perplex in the standard way and, at the same time, affect a combat value of friendly characters with the same team ability as the character assigned Brilliant Tactician. Damage Shield Q: Is the damage from Damage Shield reducible by damage reducing powers (Toughness, Invulnerability, and Impervious)? Can Super Senses be used to avoid the damage from Damage Shield? A: Damage from Damage Shield is damage dealt and damage reducing powers reduce damage dealt. Therefore, damage reducing powers are effective against the damage from Damage Shield. However, Super Senses cannot be used to avoid the damage from Damage Shield, as there is no attack involved with Damage Shield. Darkness Within Q: Using Darkness Within, when does the push damage to the friendly character occur? Does the friendly character need to be adjacent before to the character with Darkness Within before the action starts or before the attack? A: The two characters need to be adjacent before the attack. A character could use Darkness Within and Charge, Running Shot, Hypersonic Speed option 1, etc. to move adjacent to a friendly character and deal the pushing damage to the friendly character in order to gain the +1 to the damage value before the attack. Divebomb Q: Can a soaring character with Divebomb use it to make a close combat attack on an opposing elevated character? A: No. Divebomb specifies that the soaring character can make close combat attacks against opposing grounded characters. Entangle Q: If a character uses Charge, Hypersonic Speed, or the transporter move and attack option to move adjacent to an opposing character for a close combat attack and that character makes the roll with Entangle, what happens to the attacking character? A: Characters using Charge would simply end their movement in the square where they stopped. Characters using Hypersonic Speed or the transporter move and attack option would be able to continue their movement if they had any left. In either case, the character is not given an action token and cannot perform any other actions that turn. Q: If a character with Flurry is attacking an opposing character with Entangle, is Entangle rolled for each of the Flurry attacks? A: Yes, and if the Entangle roll is successful against the first Flurry attack, the second Flurry attack cannot be made as the character cannot be given another action for the remainder of the turn.

HeroClix Frequently Asked Questions – July 2006 Q: If a character is assigned Entangle and it also has the Skrull or Danger Girl team ability or Shape Change, which is rolled first? A: Skrull, Danger Girl, and Shape Change are all rolled when the character is chosen as the target of an attack. Entangle is rolled before the attack is made. Therefore, Skrull, Danger Girl, and Shape Change are rolled first and Entangle would be rolled last. Extended Range Q: How does Extended Range work with a single target Energy Explosion or Pulse Wave attack? A: Range is increased based on the unmodified damage value. When the attack is made, the damage value is decreased. Since both Energy Explosion and Pulse Wave change the damage value to 1, any increases in range would reduce the damage value to 0. A single target Energy Explosion or Pulse Wave attack would effectively deal 0 damage if the range was increased at all using Extended Range. Q: How does Extended Range work with a multiple target Energy Explosion attack? A: Since the description of Energy Explosion states that the target is dealt damage equal to the number of times it is hit by an attack, it is possible to deal damage with Energy Explosion if the target character is hit multiple times with an Energy Explosion attack. Q: While using Extended Range and making a Pulse Wave attack (with Nova Blast, for example) is the character’s range halved before or after increasing the range with Extended Range. A: The range increase from Extended Range is added after the range is halved for the Pulse Wave attack. Q: How does Extended Range work with Mind Control? A: Mind Control is an attack that deals no damage, so range could be increased without suffering any adverse effects from having the damage value reduced. Q: Can the default 4 range granted to a character without range during a Mind Control attack be increased using Extended Range? A: No. The prerequisites for the card state that the character must have a range greater than 0. A character without range would not be able to have the feat card assigned to them at all. Homing Device Q: Can Homing Device be assigned to a colossal or giant character? Does the damage value of the colossal or giant character get modified? A: Yes, it can be used with colossal or giant characters. The damage value is not modified, as the modifier displayed on the card only affects the standard “explosion” type damage symbol. In Contact with Oracle Q: Can I give a character that is an Agent a power action to use a power (such as Charge or Running Shot) and also use that action to turn Oracle’s dial? A: No. Turning Oracle’s dial is a power action. Using a power such as Charge or Running Shot (or any other power, ability, or feat that gives the character a non-free action) is giving the character an action. A character cannot be given more than one non-free action in a turn. Q: Does “replace then modify” mean I can boost a characters defense with the In Contact with Oracle bonus and then have that +1 apply in addition to using a replacement value such as Defend, the Justice Society team ability, or the alternate Fantastic Four feat? A: No. A character is given the +1 bonus from the In Contact with Oracle card immediately when it takes an action. The replacement value doesn’t occur until an attack is made against a character. When an attack is made against the character and the replacement value does occur, it replaces the defense value of the character including the In Contact with Oracle bonus that was previously applied. Lazarus Pit Q: If a character is placed in the Lazarus Pit are all other feats assigned to that character removed from that character and the game? A: No. The rulebook states that feats are removed once a character is defeated. The rulebook defines defeated as KOd and removed from the game. A character in the Lazarus Pit has been KOd but has not been removed from the game. All feats assigned to that character (other than the Lazarus Pit) would still be assigned to that character once it is removed from the Lazarus Pit and placed back on the battlefield. Once a 5 or 6 is rolled and the special marker is removed, the character will be able to use those feats.

HeroClix Frequently Asked Questions – July 2006 Nanobots Q: Can a character use Nanobots during movement to heal as the character moves? A: No. Unless stated otherwis e by a power or ability, free actions cannot be given in the middle of another action. Q: Can a character use Nanobots even if it is at its starting click? A: Yes. Pounce Q: Can a character use Leap/Climb with Pounce? A: No. Although Leap/Climb is a prerequisite for Pounce, the two cannot be used together. Pounce is a power action and Leap/Climb is used when you give a character a move action. A character can only be given one non-free action in a turn. Q: Can a character with a damage value of 2 be Perplexed or use In Contact with Oracle to boost the damage to 3 (or more) and then use Pounce? A: No. Once the character has more than a 2 damage value it no longer meets the prerequisites for Pounce and cannot use the feat. Q: Can a character use Pounce and Blades/Claws/Fangs together? A: No. Pounce grants a free close combat attack and Blades/Claws/Fangs requires a close combat action. Q: Can a character that has Super Strength and is assigned Pounce pick up an object while using Pounce? A: Yes. Characters with Super Strength can pick up objects whenever they move as a result of being given a move, power, or free action. Protected Q: Does Protected allow the character to ignore the damage from all attacks involved in a multi-attack? A: No. A multi-attack is two (or more) separate attacks. Protected would only allow the character to ignore the damage from one of the attacks. Q: Does Protected allow the character to ignore the damage from both attacks that result from an opposing character using Flurry? A: No. Protected allows the character to ignore damage dealt from a single action. Flurry grants two free actions to use as close combat attacks. Since Flurry grants two actions, Protected could only be used against one of them. Q: If a character has both Protected and Impervious, can the Impervious be rolled before deciding to use Protected? A: Yes. Protected allows the character to ignore the damage dealt. The amount of damage dealt to a character is determined after an Impervious roll. Q: If a character with Protected is adjacent to a friendly character with Mastermind, can that character use Protected to negate the damage transferred via Mastermind? A: No. Protected states that it can be used as the result of a single action. There is no action involved in transferring damage dealt via Mastermind. Repulsor Shield Q: If a character using Ranged Combat Expert attacks a character with Repulsor Shield, is the entire attack ignored due to Repulsor Shield? A: No, only the +2 modifier from the Ranged Combat Expert power would be ignored. The attack would still deal the base damage, plus any other modifiers. Rip it Up Q: Can a character be given a light 3D object or a special object when using Rip It Up? A: No. Rip It Up states that the character is given a light object token from outside the game. 3D objects are not tokens. Additionally, the General Errata & Clarifications document states that special objects may not be given when using Rip it Up. Sidekick Q: Can I assign multiple Sidekick cards to the same character? Can I “chain” defenses values by using multiple Sidekick cards? A: No. Any given feat may only be assigned to the same character one time.

HeroClix Frequently Asked Questions – July 2006 Siphon Power Q: Can a wild card copy the team ability that a character with Siphon Power has chosen? A: No. In order for a wild card to copy a team ability, the character the team ability is being copied from must possess that team ability. Since other wild cards (including the one using Siphon Power) do not actually possess the team ability that they are using, the team ability cannot be copied by a different wild card. Q: What happens if a character with Siphon Power and a character with Saboteur are on opposing teams? A: As a character with Siphon Power is still a wild card, that character would only be able to use the team ability of the character that has Saboteur. If the character with Saboteur happens to have a team ability that can’t be copied by wild cards, the character with Siphon Power would still be able to use that team ability. Thunderbolts Q: If a player has both Avengers and Fantastic Four characters on a team and is using both the Thunderbolts and Fantastic Four feat cards, can the player declare the alternate Fantastic Four team ability with Thunderbolts? If the Thunderbolts choose Fantastic Four do they get the original Fantastic Four team ability or the alternate Fantastic Four team ability (the one specified on the feat card)? A: Avengers using Thunderbolts may not choose a team ability that is provided by a feat card. If the Thunderbolts choose Fantastic Four as their team ability they would receive the original Fantastic Four team ability. Q: If both players are using the Thunderbolts feat card on their force, which player chooses their team ability for the Thunderbolts first? A: The players would each roll two dice. The player that rolled the highest number would choose the team ability for his own Thunderbolts characters first. This is a separate roll from the roll to determine which player is Player 1. Q: The rules state that if a character becomes friendly to an opposing force (such as by a Mind Control attack) that the opposing player cannot use any feats that the character may posses. What happens if a character with the Thunderbolts (or Fantastic Four) feat is Mind Controlled? Which team ability does it have? A: It would have the original team ability that is printed on the dial until control of the character reverted back to its owner. Q: If my opponent has a character with both Thunderbolts and Saboteur, would my wild cards be using the Avengers team ability or the team ability that was chosen for Thunderbolts? If I have a wild card character with Siphon Power assigned to it and I choose to use the team ability of my opponents Avenger character that is assigned Thunderbolts, would my character use the Avengers team ability or the ability that was chosen for Thunderbolts? A: In both cases the wild cards would be using the Avengers team ability as you cannot use your opponent’s feat cards. SECTION 3: Giant, Colossal, Transporter, and Double-base Character Q & A Colossal Characters Q: Are the Sentinel and Sinestro retired from tournament play? A: No, none of the colossal characters have been retired. Q: If Poison is showing on the Angry Spirit dial, when do the Angry Spirit tokens deal Poison damage using the Spectre in the scenario? A: The Angry Spirits will deal Poison damage whenever they are given a free action to act. They may use Poison in addition to any other action that they may take as a result of the free action that they are given. Q: Are the Spectre’s Angry Spirit tokens fliers? Can they use powers like Ranged Combat Expert and Psychic Blast when adjacent to an opposing non-flying character? A: No, the Angry Spirit tokens are not fliers. If they are adjacent to an opposing non-flying character they will not be able to use ranged combat powers.

HeroClix Frequently Asked Questions – July 2006 Q: Do the Angry Spirit tokens take damage from using Mind Control on a character that is 100 points or more? If so, how is the Angry Spirit dial turned for this damage? A: The Angry Spirit tokens do take damage from a successful Mind Control attack where the target character is 100 points or more. The damage is damage taken (not damage dealt) so the Angry Spirit dial would not be turned. Q: When using the Spectre in the scenario version and the Spectre takes damage, who retaliates first… the Spectre or the Angry Spirit tokens? A: The Spectre retaliates against the attacking character before the Angry Spirit tokens are given their free action to retaliate. Double-base Characters Q: I’ve heard that a double-base character can gain an extra square of movement. How does this work? A: Double-base characters must end with at least one square of their base within their movement range. A doublebase character may start counting movement from its “front end” and stop the movement with its “back end” within its movement range. This allows the “front end” to extend one square beyond the characters printed speed value. The same movement mechanics works with colossal characters. This “extra square” is only gained at the end of the movement. Giant Characters Q: Can a character that is two squares away from an opposing giant character make a ranged combat attack to the giant character? Could the giant character make a ranged combat attack to an opposing character two squares away? A: Yes to both cases. Giant characters are adjacent to other characters for close combat and movement purposes only. Other characters are adjacent to giant characters for movement only. Q: Is a grounded giant character adjacent to an elevated opposing character for close combat purposes? How about if the opposing character is soaring? What if the giant character is elevated? A: A grounded giant character is adjacent to an opposing grounded, elevated, or soaring character up to two squares away, and visa versa. An elevated giant character is adjacent to an opposing elevated or soaring character up to two squares away, and visa versa. An elevated giant character is not adjacent to an opposing grounded character. Q: If a giant character has or is using the Kingdom Come team ability, where would an opposing character have to stop and make the Kingdom Come roll? A: As adjacency for giant characters is two squares away, the opposing character would need to make the roll for the KC team ability before it entered a square that was two squares away from a giant character. Essentially, the opposing character would need to make the KC roll when it was three squares away from the giant character. Multi-Attack Q: Can a colossal character using the multi-attack ability use Enhancement from a single character for both attacks? A: Yes.

HeroClix Frequently Asked Questions – July 2006 SECTION 4: Battlefield Conditions Q & A Q: How do Battlefield Conditions work in a constructed tournament? A: • You may choose to play BC cards or not, they are optional. • If you choose to play them, you must make a hand. Your hand must have a number of cards equal to the number of rounds in the tournament. You must play a card each round. • Your hand may contain BC cards equal to the number of rounds minus one (in a four round tourney you can have up to 3 BC cards). You don't have to have that many... you can only bring 1 if you want. The rest of your cards have to be "place holders" and can be feats or bystander cards. • Your hand cannot have more than one copy of any BC card (you can't have two or more Ordinary Day cards for example). • Your opponent has no say in if you want to play BC cards or not. If you bring them, you can play them. • After you roll for 1st player, choose a map, reveal your team, etc, etc... but before you place your figs in the starting area, both players reveal their BC cards at the same time (no waiting to see which card your opponent plays before you choose a card). Place holder cards, if played, obviously have no effect on the game. • Whatever card is played, it is removed from your hand after the game is over. Armor Wars Q: How does Armor Wars work? A: After an attack is successful and damage has been dealt, if the damage dealt was reduced (such as by a damage reducing power) then an extra click of damage is dealt to the character. This extra 1 damage is “after the fact” so it is not reduced by damage reducers or other means. Q: What happens if both players play the Armor Wars Battlefield Condition? How much damage is dealt after the attack is resolved? A: 1 damage is dealt for each copy of Armor Wars in play, subject to the Rule of 3. If two players both played Armor Wars then the damage dealt as a result of Armor Wars would be 2. Q: If Armor Wars is in play and Incapacitate is used will the target of a successful attack be given a token and dealt 1 damage due to Armor Wars? A: No. Damage must be dealt and then reduced in order for Armor Wars to be used. The 0 damage from Incapacitate would never be reduced. Assembled Q: Does "Assembled" stop working when I have less than 5 characters with the same team symbol on my team? A: Yes. Assembled requires a minimum of 5 characters with the same team symbol in order to function. If a member of the team is KOd leaving only 4 members with the same team symbol, the remaining members would no longer gain the benefit from Assembled. Atlantis Rising Q: What happens if both Atlantis Rising and Astral Plane are played in the same game? A: Since these two Battlefield Conditions contradict each other, the players would have a roll off to determine which Battlefield Condition remained in the game. This is a separate roll from the roll to determine which player is Player 1. Q: The “Prepare to Play” section of the rules states that first Battlefield Condition Cards are revealed and then objects are placed. If Atlantis Rising is played, can objects be placed on grounded areas of the map? Or is all clear squares of grounded terrain considered hindering now that Atlantis Rising is in play? A: Objects can still be placed on clear terrain at the grounded elevation. Atlantis Rising doesn’t cause the clear terrain to become water terrain until the game begins. Darkness/Deep Shadows Q: How does Darkness or Deep Shadows interact with Bright Lights if both are played at the same time? A: Darkness and Deep Shadows both limit range to 6. Deep Shadows has the added affect of making all nonblocking terrain hindering terrain for line of fire purposes. Bright Lights eliminates the effects of Stealth and Stealth-like team abilities. So if the cards were in play at the same time, Stealth would be negated (due to Bright Lights) and range would be limited to 6. If Deep Shadows were in play then all non-blocking terrain would also be hindering for line of fire purposes.

HeroClix Frequently Asked Questions – July 2006 Q: If Darkness or Deep Shadows is in play and a character with Pulse Wave makes an attack, is the range Pulse Wave range half of the printed value or half of the 6 range that Darkness or Deep Shadows limits range to? For example, if a character with 10 range makes a Pulse Wave attack is the range 5 (half of the character’s range, which is below what Darkness/Deep Shadows limits it to) or is the range 3 (half of the 6 range that Darkness/Deep Shadows imposes)? A: If a character uses a Pulse Wave in an attack the range used is half of the character’s range. When Darkness or Deep Shadows is in play, the character’s range is no more than 6. Therefore, a character with a range value greater than 6 has a 6 range when Darkness or Deep Shadows is in play. The Pulse Wave range would be half of that, or 3. Disbanded! Q: Does Disbanded! affect characters with the Power Cosmic or Quintessence team abilities? A: Yes. Characters that have the Power Cosmic or Quintessence team abilities would ignore that team ability. For standard characters (such as the LE Nova and LE Surfer) this means that they would take push damage from taking a second consecutive action and their powers could be countered. For Galactus and Spectre this means that the character’s powers could be countered. Galactus and Spectre may still push every round and would not take push damage, as that is an ability granted by his rules rather than the team ability. For Dark Phoenix it means that the character’s powers could be countered. Dark Phoenix could still push every round, as it is a function of her being a colossal character, but would take push damage for doing so. Q: Does Disbanded! cancel/counter the Assembled Battlefield Condition? A: No. Disbanded! renders team abilities null and void and Assembled works off of team symbols. Earthquake Q: Can damage reducing powers (Toughness, Invulnerability, and Impervious) be used to reduce damage from Earthquake? Can Super Senses be used to avoid the damage from Earthquake? A: Earthquake deals damage and damage reducing powers reduce damage dealt. Therefore Toughness, Invulnerability, and Impervious will all reduce the damage from Earthquake. Impervious can be rolled to attempt to reduce the damage from Earthquake to zero. Super Senses cannot be rolled to avoid the damage from Earthquake. Super Senses can only be rolled if the character is hit by an attack and Earthquake is not an attack. Q: Can a character with Probability Control force a player to re-roll the Earthquake dice roll? A: No. Probability Control requires the character with the power to be able to draw a line of fire to the target character that is rolling the dice. There is no target character to draw a line of fire to when rolling for Earthquake. Inertial Interference Field Q: Does the last line of Inertial Interference Field (IIF) apply to all knockback or just knockback that occurs as a result of an attack using Charge, Running Shot, or Hypersonic Speed? A: It applies to all knockback. Q: If a character uses Running Shot with Energy Explosion and IIF is in play, is the Energy Explosion damage dealt reduced by 2? A: Damage dealt in an Energy Explosion attack is determined by the number of times a character was hit by the attack. After that determination has been made, IIF would then reduce that damage dealt by 2. Power Dampening Field Q: What does the Battlefield Condition card Power Dampening Field limit? A: Power Dampening Field limits all damage values to a maximum of 3. All powers/abilities/feats that modify the damage value (Perplex, In Contact with Oracle, Ranged Combat Expert, Enhancement, etc) are affected by Power Dampening Field. Even the die roll for Blades/Claws/Fangs replaces the damage value so it would be affected as well. Currently the only things that do not add to the damage value are critical hits and damage from objects (these add to the damage dealt). HeroClix Frequently Asked Questions – July 2006

HeroClix Frequently Asked Questions – July 2006 SECTION 6: Miscellaneous Q &A Q: If a character is targeting two or more opposing characters with a ranged combat attack and one of the targets becomes invalid (due to a successful Shape Change roll by the target character, the target character declaring the Batman Ally team ability, etc) does the entire attack become invalid or would the attacking character still have to make that attack against any remaining legal targets? A: The action only becomes invalid if there are no legal targets. The attacker has to continue the action unless there are no legal targets for the attack. Q: Can unavoidable damage be reduced by damage reducing powers or transferred with Mastermind? Does Willpower negate it? A: No. The rulebook glossary defines unavoidable damage as damage that cannot be reduced by any power or affect and cannot be transferred to any other character. Adjacency Q: Can a character that is base contact with an opposing character be carried away by a friendly flying fig? Does the character have to roll break away? If the flying character were not in base contact with an opposing character, would it have to roll break away? A: A friendly flyer can carry away a character that is in base contact with an opposing character. The character being carried doesn’t have to roll break away. The flier would only need to roll break away if it were based by an opposing character. Q: Can a character that is adjacent to an opposing character make ranged combat attacks against that character? A: Characters with flight may always make ranged combat attacks. Characters without flight may make a ranged combat attack against adjacent characters with flight as long as the character making the attack is not also adjacent to an opposing character without flight. Capturing Q: I read some rules that came with the HeroClix map set about characters capturing other characters. How does this work? A: Only some colossal characters may capture other characters. Rules for colossal characters and capturing are found in the rules for the individual colossal characters. Other types of characters (standard, giant, etc) may not capture other characters. The rules that came with the HeroClix map sets are specific to those scenarios that came with the map sets. Objects Q: Are 3D objects allowed in tournaments? Can my opponent stop me from playing them? A: The 3D objects are allowed in all HeroClix tournaments. Your opponent cannot prohibit you from using them. Q: Can only the player who placed a Special Object token use that token? A: No. Any player may use Special Objects placed on the battlefield. Q: Can a character throw an object (by giving the character a ranged combat action) at a wall or blocking terrain to destroy that terrain? A: No. The rulebook specifies that ranged attacks with objects can only be made against characters, not terrain. The “Statue” special object is the exception to this rule. Q: What happens if I’m making an attack with the Laser Turret and I roll a critical miss? Does my character take damage? Does the Laser Turret? A: If a critical miss is rolled while making an attack with the Laser Turret nothing happens. The character isn’t making the attack; the Laser Turret is, so the Laser Turret would take the damage from a critical miss. Since it takes 3 damage to destroy an object, nothing would happen to the Laser Turret. Q: Can the Laser Turret be modified by powers and abilities such as Perplex, Enhancement, SHIELD, Hydra, or Police? Can Probability Control be used on the Laser Turret? A: Powers and abilities cannot be used to modify the Laser Turret’s combat values. Those powers and abilities all specify that they work on a character and the Laser Turret is not a character. Probability Control cannot be used for similar reasons. The description for Probability Control states that the character with the power must have a clear line of fire to the character that made the original roll and there is no character that made the roll.

HeroClix Frequently Asked Questions – July 2006 Q: Can a character pick up an object or character while within the area of effect of the Separation Field Generator? A: Yes, but that character would have to immediately drop the object or character being carried in an adjacent square. Soaring Q: Can a soaring character reduce its range by half and make a ranged attack to an opposing grounded or elevated standard character? A: No. Soaring character may only interact with other soaring characters, colossal characters, and giant characters. Q: Does a soaring character block the line of fire from a grounded or elevated character to a different soaring character? Does elevated terrain block the line of fire from a grounded or elevated character to a soaring character? A: Line of fire from a grounded or elevated character to a soaring character is blocked by other soaring character, elevated blocking terrain, colossal character, and giant characters. Updates Q: Where can I find the latest Rules, Powers and Abilities Card, Errata and Clarifications, and FAQs? A: Most of the latest information can be found on the DC HeroClix website at http://www.wizkidsgames.com/heroclix/dc/howtoplay.asp. Information specific to the Marvel lines can be found at http://www.wizkidsgames.com/heroclix/marvel/howtoplay.asp. Information specific to the Indy line can be found at http://www.wizkidsgames.com/heroclix/indy/hc_article.asp?cid=38004 Q: What happens if I have a question that is not covered in the rules, Errata & Clarifications, or this document? A: In a tournament setting, ask the Judge running the event. The Judge is the final authority at any tournament event. You may also email any rules related questions to [email protected]. Walls & Other Terrain Q: What do I need to do to destroy a wall with a close or ranged combat attack? Is an attack roll required? A: To destroy a section of wall the character making the attack must be able to do 3 damage to the wall. To destroy a wall with a close combat attack, characters may only destroy wall sections that are in the same square as the character. To destroy a wall with a ranged combat attack, the character must be able to draw a clear line of fire to the square on the same side of the wall as the character and be able to draw a line of fire to the square on the opposite side of the wall, where the line of fire passes through the wall section that is being destroyed. The character must have range to both squares. No attack roll is necessary to destroy a wall section. Q: When making a ranged attack to destroy a section of a wall, does it matter if the line of fire to the opposite side of the wall passes through a different wall section? A: The line of fire to the opposite side of the wall must pass through the section of wall being destroyed. Q: Can a character with flight, Leap/Climb, or Phasing/Teleport end its movement on outdoor blocking terrain? Can a soaring character end its movement with its base in outdoor blocking terrain? A: No. No character may end movement so that its base occupies blocking terrain. Q: Can a character with 1 or 2 damage and Ranged Combat Expert or Close Combat Expert use those powers to destroy terrain? A: No. Both Ranged Combat Expert and Close Combat Expert specify that they can be used against a target character.

General HeroClix Errata and Clarifications – July 2006

Official HeroClix™ Errata and Clarifications July 2006 Document updates are tournament legal July 12, 2006. All new entries since the last update are shown in red. The first page of this document contains additions since the last update, for ease of printing and record-keeping. All notes in this document refer to the most recent update of the HeroClix rules and PAC, included in the Marvel HeroClix: Universe release. References to other FAQ entries, the PAC, and the rulebook are in bold type . Forums: Any ruling made by the official rules arbitrator on a WizKids HeroClix forum is an official ruling. The ruling is tournament legal only when the FAQ is published on WizKids’ website.

Rulebook Corrections (all page references are Marvel HeroClix™: Danger Room rulebook references) • Replace the third sentence under Figure 18, page 37, with: “Even though they are in adjacent squares, Paladin cannot attack Captain America because Captain America is on elevated terrain.” • Replace the third sentence under Figure 25, page 50, with: “He is adjacent to Beast, even though Beast is on elevated terrain.”

Rules Clarifications 3D Objects • 3D objects are legal unless otherwise specified by the Judge running the event. • The lamp -post object does not add an action token to a colossal figure. • The 3D objects from the Adventure Kits (Bookcase, Computer, Crate, Dumpster, Light Post, Mailbox, Office Desk, and Soda Machine) should have the special object “gear” symbol and the keyword “continual”. Actions • When giving a character a power action, you cannot use that power action for two different effects. For example, you cannot give a character a power action to activate Charge and combine that action with a power action to activate Close Combat Expert. Archenemies • If two characters have the same name, they are not arch-enemies, even if they have arch-enemy bases (an outer ring color other than black). Battlefield Conditions • Battlefield Condition cards are considered “unique by name”. If Battlefield Condition cards with the same name appear in multiple sets, a player may only use one copy of any named card in his hand during a tournament (see also the HeroClix Comprehensive Tournament Rules). • Characters that are removed from the battle map and placed on Feat cards are not affected by Battlefield Conditions. Colossal Characters • Colossal characters require a doorway at least as wide as the base of the figure in order to pass through it. Break Away • A character cannot pick up an object if it fails to break away. If the character used a move action to attempt to break away and failed, and has a team ability that allows it to make a move action without using one of its allotment of actions for the turn, then the break away attempt does not count towards its allotment of actions. Compatibility • All HeroClix game lines are compatible with all other HeroClix game lines. HeroClix is a single game system with a single set of rules.

General HeroClix Errata and Clarifications – July 2006 Double-Base Characters • If a double-base character has half of its base in hindering terrain and half of its base in clear terrain, it is starting its movement in hindering terrain regardless of which end the movement is lead with. • If a double-base character has half of its base in hindering terrain and half of its base in clear terrain, only the half that is in hindering terrain would gain any benefits of hindering terrain when a line of fire is being drawn to the double-base character. • If a line of fire is being drawn from one half of a double-base character and the line of fire crosses a square that the other half of the double-base character occupies, the line of fire is blocked. Feats • Characters that are removed from the battle map and placed on feat cards are not affected by Battlefield Conditions. • Characters that are removed from the battle map and placed on feat cards are not affected by powers, team abilities, or feats that characters on the battle map possess. Characters that are removed from the battle map and placed on feat cards may not use their own powers, team abilities, or feats. Flying Characters • Flight is not a Power, and therefore cannot be countered by Outwit or ignored by Pulse Wave. Giant Characters • A giant character must be one square away from blocking terrain to destroy it. • A giant character with Super Strength must be one square away from an object to pick it up. • When a character has powers or abilities that require adjacency to work (such as with Poison, Defend, etc), the giant character must be in an adjacent square (i.e. right next to) to the other character in order for either character to use those powers. • Powers that deal with close combat attacks or movement (Quake, Plasticity, etc) can be used by giant characters up to two squares away. Objects • When an object is destroyed, replace that object with a rubble marker indicating hindering terrain. Objects destroyed after being used in an attack are not replaced with rubble markers. • If a character holding an object is captured, the character drops the object in the square in which it was captured. • It is possible for objects to exist on top of other objects. The objects remain separate objects. • Characters can only make single-target ranged combat attacks with objects. The Rule of Three • The Rule of Three applies to combat values: Range, Speed, Attack, Defense, and Damage. Damage Dealt may still be modified after the Rule of Three has applied to the Damage Value, as Damage Dealt is not a combat value. Special Objects • Soaring characters are affected by the properties of Special Objects up to the objects full area of effect. • Blocking terrain, walls, or character bases do not block the area of effect of a Special Object but will block line of fire to and from a Special Object per the standard line of fire rules. Stairs • The top square of a staircase is the last square in which the staircase exists, and is therefore elevated terrain. This square of stairs is considered adjacent to the second-to-last square, even though the terrain exists on two different elevations. Ties • In rare cases, a match results in a tie. Determine the winner by rolling one six-sided die; the player who rolls the highest, wins.

General HeroClix Errata and Clarifications – July 2006 Terrain • Terrain in a square remains the same type through an action; if it suddenly changes (such as becoming hindering terrain halfway through a Hypersonic Speed action), it is still considered of the original type until the character moves out of it or the action ends. • If one type of terrain exists behind other types of terrain, each terrain type must be destroyed separately (see “Walls”). • If the line of fire between two characters in continuous hindering terrain never crosses a boundary line of hindering terrain, the hindering terrain modifier still applies. Walls • All walls are assumed to stop exactly at the edges of squares. Even if it looks like a wall “sticks out” into a doorway, it doesn’t, and thus diagonal attacks can pass through without being blocked. See also Lines of Fire. • In order to destroy a wall with a ranged combat attack, the opposite side of the wall must be within the characters range. • A square of blocking terrain on the opposite side of the wall does not block the line of fire to that square when targeting a wall with a ranged attack. • If blocking terrain exists on the opposite side of a wall, destroying the wall does not destroy the blocking terrain. Only place a rubble token on the side of the wall without the blocking terrain. A separate attack must be made to destroy the blocking terrain. Wild Card Team Abilities • A character must posses a team ability in order for a wild card to use it. Wild cards do not possess the team abilities that they are using. Therefore, a wild card could not use a team ability that another wild card is using if they can only get the team ability from that wild card. Powers and Abilities Card Clarifications Barrier • A character with 0 range and the Barrier power can only place the Barrier markers in squares adjacent to itself. Blades/Claws/Fangs • Blades/Claws/Fangs does not require its own action to use and may therefore be used with any close combat action you assign the figure, such as Charge of Flurry. • Once the close combat action has been given, the option to use or not use Blades/Claws/Fangs cannot be changed, even if the character gains or loses Blades/Claws/Fangs during the action. Charge • Characters using Charge still follow standard rules of movement, including break away and the ability to carry other characters. However, a carried character must be dropped before the Charging character uses the Free Action portion of Charge to attack. • A Charge out of hindering terrain works at one-fourth the character’s initial speed. First, the character’s move is halved (provided it does not have any powers or abilities that allow it to ignore the effects of hindering terrain on movement) because it begins its move in hindering terrain. Then the move is halved again if the character chooses to use Charge. • A character using Charge with Super Strength cannot pick up an object as it moves into a square adjacent to an opposing character, unless the Charging character has another power or ability that allows it to ignore the effects of other opposing characters on movement. • Before the attack roll is made, a character may turn off its Charge ability to intentionally take knock back. Defend • Defend may work with more than two characters, as outlined below: ABC “A” has Defend; its defense is 18. “B” has Defend; its defense is 17. “C” does not have Defend; its defense is 15. “A” can share its defense with “B,” making “B’s” defense 18. “B” can share its defense, now 18, with “C,” making “C’s” defense 18 as well.

General HeroClix Errata and Clarifications – July 2006 Earthbound • A transporter that gains Earthbound gains the standard boot type speed symbol. It is not a transporter when it has a standard speed symbol. • A giant character that gains Earthbound gains the standard damage type speed symbol. It is not a giant character when it has a standard damage symbol. Energy Explosion • All characters that take damage from an Energy Explosion attack suffer knock back (if applicable), except the figure using the power. These characters must all move away from the character that used the power, starting with those farthest from the attacker. Enhancement • A Damage Value increased by Enhancement may be used to attack objects and walls in a ranged combat attack. • If Enhancement is used with a multiple -target attack, the Damage Value is modified before damage dealt is divided between successfully-hit targets. Flurry • When attempting to destroy terrain, a character using Flurry must still deal a minimum of 3 damage using one attack. • If a character using Flurry takes damage during the first attack (such as by a critical miss or a team ability or feat that causes retaliation damage), resolution of the attack includes applying damage. If this damage causes the attacker to lose Flurry, then the second attack may not be made. Hypersonic Speed • When using option 2 of Hypersonic Speed, a character wielding an object adds that object’s damage bonus to the total damage dealt at the end of the attack. • Characters using option 2 of Hypersonic Speed to destroy a wall section do not need to make an attack roll. • As option 2 of Hypersonic Speed modifies the target’s defense value and the attacker’s damage value with each successful hit, apply the Rule of 3 to the modified defense value and damage value. Mastermind • Damage dealt from knock back (from hitting a wall or falling) may be dealt to other characters by using Mastermind, if the other characters are adjacent to the square in which the knocked-back character stops. • The effects of Psychic Blast and Exploit Weakness still affect the recipient of damage from Mastermind, and is still penetrating damage dealt to that character. Mind Control • If a character affected by Mind Control KOs another character, or is KOd itself, the controlling player receives the victory points. If the KOd character, including the target of the Mind Control action, is an archenemy of the character using Mind Control, the controlling player receives double the victory points, as per the rules for archenemies. • When a character is affected by Mind Control its powers and team abilities, even those powers and team abilities cancelled by the opposing player, may be used as normal. Powers previously countered with Outwit remain countered. Powers that may only be used once per turn still follow that rule. • A character that has both Mind Control and Super Strength and is holding an object does not have to use that object when making a close combat attack with Mind Control. Multi-Attack • Colossal characters using the multi-attack power may not use the following powers and abil ities during a multiattack: Phasing/Teleport, Regeneration, and Support. Feats may not be used when using actions granted by Multi-attack Outwit • If a countered power no longer shows on the dial, but then returns to the dial before the beginning of the Outwitting player’s next turn, the power is still countered. Perplex • Perplex may be used by more than one character per turn on a single character’s given combat value.

General HeroClix Errata and Clarifications – July 2006 Phasing / Teleport • At the end of a power action using Phasing, the character must be on terrain the character can normally occupy. Pulse Wave • Pulse wave ignores all team abilities, powers, and feats of both friendly and opposing characters within range. Powers ignored in this way are not considered countered. Powers out of the range of the Pulse Wave attack still affect it normally. If a character using Perplex or Outwit is within range of the Pulse Wave attack, that power is considered “in range” and is ignored during this attack. • Terrain created as a result of using a power is considered terrain and affects Pulse Wave normally, even if the character that created the terrain is within range of the Pulse Wave. • Powers, abilities, and feats that take effect as a result of a character being KOd (such as the Fantastic Four and Suicide Squad team abilities and the Lazarus Pit feat card) are not ignored by Pulse Wave. These effects take place after the attack is resolved. • When using Pulse Wave in an attack and there are multiple characters within the range of the Pulse Wave attack, the damage value may not be increased beyond 1. Quake • When using Quake in an attack, the damage value may not be increased beyond 2. • When using Quake against multiple opposing characters and one or more of the characters becomes an illegal target (due to Shape Change, Skrull, etc), the attack is still made against all legal targets. If there are no legal targets then the attack cannot be made. Running Shot • Characters using Running Shot still follow standard rules of movement, including break away and the ability to carry other figures. However, a carried figure must be dropped before the character using Running Shot uses the Free Action portion of Running Shot to attack. • A Running Shot out of hindering terrain works at one-fourth the character’s initial speed. First, the character’s move is halved (provided it does not have any powers or abilities that allow it to ignore the effects of hindering terrain on movement) because it begins its move in hindering terrain. Then the move is halved again if the character chooses to use Running Shot. • A character using Running Shot with Super Strength cannot pick up an object as it moves into a square adjacent to an opposing character, unless the Running character has another power or ability that allows it to ignore the effects of other opposing characters on movement. • A character cannot use Running Shot unless that character's final destination square allows it to draw clear line of fire to a target within range. Shape Change • If Character B makes a successful Shape Change roll against Character A's attempt at targeting Character B, then Character A cannot target Character B for the rest of the turn. Stealth • A giant character that gains Stealth (or a Stealth-like team ability) is considered to be stealthed when in hindering terrain, regardless of the elevation of an opposing attacking figure. Telekinesis • Characters moved with Telekinesis do not suffer damage from hitting terrain (you cannot slam a character into a wall or hurl them off a building with Telekinesis). • Telekinesis cannot be used to change a character’s flight mode. • A character may use Telekinesis to move a character holding an object. • When using Telekinesis to move an object into a square occupied by a character, that character does not block line of fire to that square.

Marvel HeroClix Errata and Clarifications – July 2006

Official Marvel™ HeroClix™ Errata and Clarifications July 2006 These document updates are tournament legal July 12, 2006. All new entries since the last update are shown in red. Forums: Any ruling made by the official rules arbitrator on a WizKids HeroClix forum is an official ruling. The ruling is tournament legal only when the FAQ is published on WizKids’ website. The FAQ will be labeled with the date it becomes tournament legal. have a Tournament Legal date in it.

Character Corrections Pyro™ #092–93, Infinity Challenge These characters are members of the Brotherhood (not the Masters of Evil, as indicated). This error has been corrected in production, and many of the characters are now labeled correctly. Rogue™ #121, Infinity Challenge She does not fly. Ignore the flight base on this character. Invisible Girl™ #043, Clobberin’ Time She does not fly. Ignore the flight base on this character. Dr. Doom™ #075, Clobberin’ Time He should have two lightning bolt symbols on his base, not one. Doctor Octopus™ #072, Ultimates He should not have Battle Fury on his fifth click. Ororo Munroe™ #210, Ultimates She should have the Wing symbol (and Flight) instead of the Boot symbol. Juggernaut™ #064, Fantastic Forces He should have a 17 defensive value on the first stat slot. Mr. Fantastic™ #080-082, Fantastic Forces The base should be the same blue color as the underneath dial. These characters are the arch enemy of Doctor Doom #95. Sue Storm™ #205, Fantastic Forces She should have the Wing symbol (and Flight) instead of the Boot symbol. Thunderball™ #38-39, Armor Wars These characters are members of the Masters of Evil (not the Serpent Society, as indicated). Shaman™ #49-51, Armor Wars These characters should have the Boot symbol instead of the Wing symbol. Quicksilver™ #52-54, Armor Wars These characters should have the Boot symbol instead of the Wing symbol. Dazzler™ #61-63, Armor Wars These characters should have the Boot symbol instead of the Wing symbol. Crimson Dynamo™ #70, Armor Wars This character should have 2 damage and Close Combat Expert on the first two clicks. Sam Guthrie™ #203, Armor Wars This character should have the Transporter Wing symbol instead of the Wing symbol. Shiro Yoshida™ #208, Armor Wars This character should not have Battle Fury on his final click. Shadowcat™ #38-39, Sinister These characters should have the Boot symbol instead of the Wing symbol. Nighthawk™ #44-45, Sinister These characters should have the Wing symbol instead of the Boot symbol. Spider-Man™ #59, Sinister This character should have the Transporter Boot symbol instead of the Boot symbol. Charcoal™ #89, Sinister This character should have the Boot symbol instead of the Wing symbol.

Marvel HeroClix Errata and Clarifications – July 2006 Stilt Man™ #95, Sinister This character should have the Giant damage symbol. Feat Card Corrections Automatic Regeneration • Replace the text on the card with: “Once, at the beginning of your turn, this character uses Regeneration as a free action.” Brilliant Tactician • Replace the text on the card with: “Prerequisites: Outwit and Perplex Choose a character. Outwit does not need to show in the character’s stat slot in order for the character to use this feat. When the character uses Perplex, it may affect every target friendly character within 10 squares of it that shares a team ability with it. The character must have clear line of fire to each target.” Extended Range • Replace the text on the card with: “Before making a ranged combat attack, the character's range may be increased for the duration of the attack by a number of squares up to its unmodified damage value. For each square the range of an attack is increased, decrease the damage value by 1 (after all other modifiers and replacements) when resolving the attack. An attack using Incapacitate does not place any action tokens on the target.” Fantastic Four • Replace the last line with: “Any member of this team may replace its defense value with the unmodified defense value of any other member.” Fastball Special • Replace the second line with: “Give both characters a power action when they are adjacent: The first character must have Super Strength and the second character must be a character without Flight, have Toughness and may not have a damage value higher than 3.” Trick Shot • Replace the text on the card with: “When making an attack from a square that is not adjacent to an opposing character, this character ignores Stealth and team abilities that duplicate the effects of Stealth, and it ignores characters and hindering terrain for line of fire purposes.” Vendetta • Replace the prerequisite text on the card with: “Character must have a colored archenemy base”

Colossal Character Corrections Galactus™ • Under Combat in The Galactus Scenario, replace the sixth paragraph with: “Galactus can attack and be attacked by grounded, elevated, and soaring characters.” • Add the following to the first paragraph under Movement in Using Galactus as Part of a Force: “Galactus ignores the effects of team abilities on movement.” • Add the following to the first paragraph under Movement in Using Galactus as Part of a Force: “Galactus ignores indoor blocking terrain for movement purposes. Any indoor blocking terrain Galactus crosses is destroyed; mark blocking terrain destroyed in this manner with two rubble markers.” See page 20 of the manual for information on destroying blocking terrain. • Replace the first sentence of the first paragraph under Powers and Abilities in Using Galactus as Part of a Force with: “Galactus ignores the Exploit Weakness, Force Blast, Incapacitate, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Steal Energy, and Support powers, as well as team abilities that duplicate these powers. • Feats cannot be assigned to Galactus. Dark Phoenix • Replace the first sentence of the first paragraph under Special Rules with: “Dark Phoenix ignores the Exploit Weakness, Force Blast, Incapacitate, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Steal Energy, and Support powers, as well as team abilities that duplicate these powers.” • Replace the second sentence under Actions and Pushing with “Dark Phoenix may be pushed each turn; it will not be dealt pushing damage while the Power Cosmic team ability is active.”

Marvel HeroClix Errata and Clarifications – July 2006 Jean Grey Phoenix • Replace the first bullet point under Special Rules with: “are not affected by Exploit Weakness, Force Blast, Incapacitate, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Steal Energy, Support, or any team abilities that duplicate these powers;” Sentinel • Under Multi-Attack in the Sentinel Rules, replace the fourth and fifth sentences in the power description paragraph with: “The damage value for each Multi-Attack is reduced by one, to a minimum of zero. Separate attack rolls are made for each attack.”

Team Abilities Clarifications Avengers™ Team Ability • If this character is given a move action and fails a break away roll, the Avengers ability may be used so that action does not count towards the player’s total allotment for that turn. The Brotherhood™ Team Ability (See Avengers™ Team Ability) Defenders™ Team Ability • The Defenders team ability is transitive in the same manner as the “Defend” superpower described in the General Errata & Clarifications document, except that it can only be used with other Defenders team members. Hydra™ Team Ability • If a Hydra team member is adjacent to a friendly character that makes a multi-target ranged-combat attack, the attacking character gets +1 to its attack value only against those targets to which the Hydra team member has a clear line of fire. Minions of Doom™ Team Ability (See Spider-Man™ Team Ability) S.H.I.E.L.D. ™ Team Ability • Multiple S.H.I.E.L.D. characters can be used to provide multiple bonuses to a single friendly character. • The S.H.I.E.L.D. character(s) used are assigned actions and tokens whether or not the attack succeeds. These actions are taken from the player’s allotment of actions for the turn. • The S.H.I.E.L.D. character does not require line of fire to the target, nor does the target have to be within the S.H.I.E.L.D. character’s range. • The S.H.I.E.L.D. character’s action is declared and activated at the start of the adjacent figures’ ranged combat attack, and concludes at the same time as the adjacent figure’s action. Serpent Society ™ Team Ability • A flying character may carry another character while using the Serpent Society team ability. The carried character is not affected by terrain features or characters either. • At the end of a power action using the Serpent Society team ability, the character must be on terrain the character can normally occupy. • Characters using the Serpent Society team ability automatically break away. Sinister Syndicate™ Team Ability • The Sinister Syndicate team ability works in the same manner as the “Defend” superpower described in the General Errata & Clarifications document, except that it can only be used with other Sinister Syndicate team members and that it applies to the attack value rather than the defense value. Skrull™ Team Ability • The Skrull team ability may only be used when the character is the target of an attack. Indirect damage from Energy Explosion, damage dealt by Mastermind, Poison, and damage dealt by Pulse Wave do not require targets. • Even though “the attack must choose another target or take a different action with that character,” the character cannot take back any portion of the action (such as the movement in a Charge power action) made before the attack action. • If Character B makes a successful Skrull team ability roll against Character A's attempt at targeting Character B, then Character A cannot target Character B for the rest of the turn.

Marvel HeroClix Errata and Clarifications – July 2006 Spider-Man Team Ability • When using another team’s ability, a “wild card” team member is considered part of that team for team ability purposes only; for everything else, it is a member of the team printed on its base. Ultimate X-Men™ Team Ability • Each Ultimate X-Men team member may choose a different opposing team or character as the target of this ability. X-Men™ Team Ability • In order for a character to use the X-Men team ability, a click of damage must be exchanged from one X-Man to another; you cannot deal 1 click of damage without also healing one click of damage. Battlefield Condition Card Clarifications White Noise • The Probability Control power cannot be used to force a reroll of a die roll caused by the White Noise Feat card. Crosswinds • Colossal characters are affected by Crosswinds and are given the Earthbound power. • Colossal characters continue to ignore the effects of hindering terrain, elevated terrain, and outdoor blocking terrain on movement, even when under the effects of Crosswinds. These special movement rules are a result of the figure being a colossal character and not due to the figure having flight. • Crosswinds affects characters with the inverse (transporter) wing symbol as well as the standard wing symbol. Earthquake • The Probability Control power cannot be used to reroll dice rolled for the Earthquake Battlefield Condition. Low Gravity • Characters that are unaffected by knock back are not affected by Low Gravity. War Zone • If Radiation Leak and War Zone are in play at the same time, War Zone takes precedence over Radiation Leak when using the Support power. Radiation Leak requires a die roll, but due to War Zone being in play no die is ever rolled for Support.

Feat Card Clarifications Brilliant Tactician • When affecting friendly characters with Brilliant Tactician, different combat values may be modified per each character affected. Camouflage • A character against the edge of elevated terrain (a building) does not gain the benefits from Camouflage, as elevated terrain is not blocking terrain or a wall. In order for Camouflage to work, the character would also need to be adjacent to blocking terrain or a wall. Fantastic Four • When a character with a wildcard team ability uses the team ability of a Fantastic Four member with the Fantastic Four feat card, the wildcard character uses the new team ability instead of the original Fantastic Four team ability. Fastball Special • A figure that is carrying an object cannot be “thrown” as part of the Fastball Special. Force Field • The character that meets the prerequisites and is assigned the feat is the one that gains Toughness. • The Toughness that Force Field grants cannot be used to meet the prerequisite for another feat when the force is constructed. Pounce • If a character is adjacent to an opposing character, it must roll break away in order to Pounce.

Marvel HeroClix Errata and Clarifications – July 2006 Rip It Up • Special Object tokens cannot be given to a character when using Rip It Up. Saboteur • Saboteur may be assigned to characters that have a team ability that normally cannot be copied. Opposing wild cards would then be able to use that team ability. Shake Off • __<__A character that automatically breaks away deals no damage with the Shake Off feat (this includes when using Phasing/Teleport). A break away roll is required to use Shake Off. Shellhead • Shellhead cannot be assigned to colossal characters. Taunt • The player that controls the character affected by Taunt chooses the character’s action and when that action is given during his turn. • If the controlling player decides to move the character affected by Taunt, the character must use as much of its full movement as possible in an attempt to reach the figure that performed the Taunt action. Any additional movement may be used (such as with HSS or the transporter move & attack ability) by the character affected by Taunt after it has become adjacent to the character with Taunt. • Any movement made must be towards the figure that performed the Taunt action, following the shortest possible path. • If the figure that performed the Taunt action is KOed before the character affected by Taunt can perform its action, the Taunt is ignored (as there is no valid target for the Taunted fig to move towards or attack). • If the character affected by Taunt cannot perform a legal action then the Taunt is ignored. • If the character affected by Taunt is given an action, it must be one that satisfies the conditions of Taunt (either moving towards or attacking the character with Taunt). • If the character affected by Taunt can legally be given an action that satisfies the conditions of the Feat, it must be given that action, even if that action would only result in a movement of 0. • Galactus can be affected by Taunt. Thunderbolts • Characters assigned the Thunderbolts feat may not choose a team ability that is granted by a feat card when choosing a team ability. • When a character with a wild card team ability uses the team ability of an Avenger with the Thunderbolts card, the wild card character uses the new team ability instead of the original Avengers team ability. • Avengers characters using Thunderbolts may change their chosen team ability with each new round of a tournament. • Thunderbolts and the Alpha Flight feat card may not be used together. • The chosen team ability must be one that is currently legal for the type of tournament that is being played. For example, if the event is a restricted event and all characters with a specific team ability have been retired, then that team ability may not be chosen for Thunderbolts.

Marvel HeroClix Errata and Clarifications – July 2006 Colossal Character Galactus™ Clarifications The Galactus Scenario • Probability Control cannot be used against Galactus’ rolls, as Galactus doesn’t have a turn. • Galactus does not retaliate if damaged during its action. • Galactus is not forced to respond with the same kind of attack that damaged him. • If the character who dealt damage to Galactus is KOed before Galactus retaliates, then Galactus does not retaliate. • If Galactus retaliates against more than one character after being dealt damage and misses the character that dealt damage to Galactus but hit one or more other characters, then Galactus may divide his full damage among the characters successfully hit. • When retaliating, Galactus may still use the Pulse Wave ability, even though it doesn’t specifically target a figure, if the figure that damaged Galactus is within range of Galactus’ Pulse Wave. • Galactus’ retaliation occurs immediately after the first action resolution that results in Galactus taking damage. For example, during the first option of a Hypersonic Speed attack, Galactus would retaliate immediately after the free action that resulted in Galactus taking damage resolves, before the figure using Hypersonic Speed completes its movement. If Galactus takes damage from the first free action of a Multi-Attack or Cosmic Multiattack, Galactus would retaliate before the second free action occurs; if the second free action also resulted in Galactus taking damage, he would retaliate after that action as well. Using Galactus as Part of a Force • When using Galactus as part of a force, damage carries over from one combat dial to another. In a battle against Hungry Galactus, for example, if there is 1 click left on the Hungry combat dial, and Galactus takes 2 damage, the “extra” 1 damage is applied to the Starving combat dial.

DC HeroClix Errata and Clarifications – July 2006

Official DC HeroClix™ Errata and Clarifications July 2006 These document updates are tournament legal July 12, 2006. All new entries since the last update appear in red. Forums: Any ruling made by the official rules arbitrator on a WizKids HeroClix forum is an official ruling. The ruling is tournament legal only when the FAQ is published on WizKids’ website. The FAQ will be labeled with the date it becomes tournament legal.

Character Corrections Man-Bat #40, Hypertime This character does not fly; it has Leap/Climb. Ignore the flight base on this character. Riddler #43–45, Hypertime Some early printings of this character do not have Shape Change, Barrier, or Support; it had Mastermind and Perplex. Wherever Shape Change or Barrier appear on this character’s dial, substitute Mastermind. Wherever Support appears, substitute Perplex. Dove #88, Hypertime This character does not fly; it has Leap/Climb (but not on the first click). Ignore the flight base on this character. Easy Soldier #3, Cosmic Justice This character has Energy Explosion on its first click. Easy Medic #4, Cosmic Justice This character has Support on its first two clicks. Gotham Undercover #7-9, Unleashed These characters have the boot speed type. DEO Agent #3, Unleashed This character has Perplex on its second click. Hush #86, Legacy This character is the archenemy of Batman #84, Legacy Connor Kent #210, Legacy This character has the Superman Ally team ability. Cheetah #18, Icons This character has 2 damage on its final click. Dr. Jonathan Crane #201, Icons This character has 6 range. DC Giants Collector’s Set #1-7, CS06 These characters should have the Giant damage symbol instead of the Standard damage symbol. Team Abilities Corrections JUSTICE SOCIETY: Replace the text with the following: “Before any attack roll, a Justice Society team member may replace its defense value with the unmodified defense value (including a replacement defense value) of any adjacent friendly Justice Society team member for the duration of the attack.” (misprinted on some cards) KINGDOM COME: Replace the last line of the description with the following: “Characters with this team symbol and characters suffering knock back ignore this team ability.” (misprinted on some cards) POLICE: Replace the text with the following: “For each Police team member adjacent to a friendly figure making a ranged combat attack, modify the friendly figure’s attack value by +1. All Police team members modifying an attack on a target must have a clear line of fire to the target, though the target does not need to be within range of a team member modifying the attack.” (misprinted on some cards)

Battlefield Condition Card Corrections Deep Shadows • Replace the first line of the card with: “Treat all non-blocking terrain as hindering terrain for line of fire purposes.”

DC HeroClix Errata and Clarifications – July 2006 Feat Card Corrections Darkness Within • Replace the first line of the card with: “(Optional) Once per turn before this character makes an attack, deal 1 pushing damage that ignores Willpower and team abilities to a single target friendly character adjacent to the character; this is not an attack:” Sidekick • Replace the last line of the card with: “(Optional) The second character uses the first character’s unmodified defense value instead of its own when it is attacked by an opposing character.” Special Object Card Corrections Laser Turret • Replace the text on the card with: “(optional) Once during your turn (but not during another action) when a character friendly to you occupies this object's square, give this object a free action to make a ranged combat attack (Attack 8, Damage 2, Range 4, Targets 1) against any opposing figure. Fuel Tank • This special object should have the keyword “Continual” on it.

Colossal Figure Sinestro Corrections • Under Multi-Attack in the Sinestro Rules, replace the fourth and fifth sentences in the power description paragraph with: “The damage value for each Multi-Attack is reduced by one, to a minimum of zero. Separate attack rolls are made for each attack.” Team Abilities Clarifications Batman Enemy Team Ability • The Batman Enemy team ability works in the same manner as the “Defend” superpower described in the General Errata & Clarifications document, except that it can only be used with other Batman Enemy team members and it applies to attack value rather than defense value. Crime Syndicate Team Ability • The CSA team ability cannot be used more than once per turn, per character with the ability. • A character that has already been given an action token in a turn may be given a second action token that same turn from the CSA team ability. • If a character were given a second action token as a result of the CSA team ability, it would take push damage (if applicable). Justice League Team Ability • If this character is given a move action and fails a break away roll, the Justice League ability may be used so that action does not count towards the player’s total allotment for that turn. Justice Society Team Ability • The Justice Society team ability is transitive in the same manner as the “Defend” superpower described in the General FAQ, except that it can only be used with other Justice Society team members. Kingdom Come Team Ability • If a character fails its roll against the Kingdom Come team ability, it can still complete the remainder of its movement. If there are no legal squares in which the character that failed its roll against the Kingdom Come team ability may move, the character must end its movement in the first available legal square along the path it took when moving adjacent to the Kingdom Come team member, even if that square is the square in which the character began its movement. • A character adjacent to a Kingdom Come team member that moves to another square adjacent to the same Kingdom Come team member does not roll against the Kingdom Come team ability again. A character adjacent to a Kingdom Come team member that moves to another square adjacent to a different Kingdom Come team member must roll against the different Kingdom Come team member’s Kingdom Come team ability. Legion of Super Heroes Team Ability • When using another team’s ability, a “wild card” team member is considered part of that team for team ability purposes only; for everything else, it is a member of the team printed on its base.

DC HeroClix Errata and Clarifications – July 2006 Mystics Team Ability • If a Mystics team member somehow deals damage to itself with its own attack (such as an Energy Explosion), and does not choose cancel the team ability, the character would retaliate against itself. Police Team Ability • If a Police team member is adjacent to a friendly character that makes a multi-target ranged combat attack, the attacking character gets +1 to its attack value only against those targets to which the Police team member has a clear line of fire. Superman Enemy Team Ability • This power works for each different pair of adjacent Superman Enemy characters. For example, if you have three Superman Enemy characters all adjacent to one another, with point values 75, 60, and 44, there are three potential pairs: 1) 75/60, 2) 75/44, and 3) 60/44. 75 is higher than 60, so 75 gets Outwit. 75 is higher than 44, but 75 already has Outwit—it cannot get it again. 60 is higher than 44, so 60 gets Outwit. Titans Team Ability • In order for a character to use the Titans team ability, a click of damage must be exchanged from one Titan to another; you cannot deal 1 click of damage without also healing 1 click of damage. Battlefield Condition Card Clarifications Madness • When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll. Radiation Leak • If Radiation Leak and War Zone are in play at the same time, War Zone takes precedence over Radiation Leak when using the Support power. Radiation Leak requires a die roll but due to War Zone being in play no die is ever rolled for Support. • The Radiation Leak Battlefield Condition does not affect the Suicide Squad team ability.

Feat Card Clarifications Darkness Within • The pushing damage is dealt to the adjacent friendly character after the action is declared but before the attack is made. Damage Shield • Damage from Damage Shield is not an attack, and therefore will not trigger the effects of attacks such as the Mystics team ability or the Super Senses power. • The prerequisite ability must be showing on the dial at the time of the attack in order to use Damage Shield. In Contact With Oracle • If Oracle is removed from the battlefield and placed on the In Contact With Oracle feat card her team ability cannot be copied by figures with wildcard team abilities. • Free actions may not be used to give an Agent the +1 to its combat values. • The +1 to combat values that Agents gain is applied immediately when the action is given. • When an Agent already has a power showing on its dial that Oracle has, it may not be granted that same power from Oracle. • Oracle grants the Agent the power that is showing on her dial. The power that the Agent has been granted can be countered. If the Agent is KOd, the effects of the power are lost. • If Oracle is placed on the feat card and she survives the battle, the controlling player receives victory points for her. Infiltration • Characters placed outside the starting area are still protected under the First Turn Immunity rule (see also the HeroClix Comprehensive Tournament Rules). Inspiring Command • Inspiring Command may only be used to prevent the push damage that occurs from placing a second token on a character. It may not be used to prevent the push damage that is given as a result of using powers, abilities, or feats.

Lazarus Pit • Until the character that has Lazarus Pit assigned to it is returned to the battlefield, no other character may be placed in the square with the Special marker. • As long as the Special marker is on the battlefield, the character that had Lazarus Pit assigned to it cannot use any other Feat cards it may also have assigned to it. • Lazarus Pit may not be assigned to colossal characters. • When a double-based character assigned the Lazarus Pit Feat Card is KOd, place a Special marker in each of the two squares that the character occupied when it was KOd. Sidekick • The two characters assigned Sidekick may never carry one another. Siphon Power • A character with Siphon Power cannot use team abilities that wild cards cannot normally copy. • If an opposing character is using the Saboteur feat card, the character with Siphon Power may only choose the team ability of the character with Saboteur. If the opposing character with Saboteur had a team ability that wild cards cannot normally copy, the character with Siphon Power will be able to use that team ability. • A character with Siphon Power may not have the team ability it is using copied by wild card characters. • Wild cards may not copy the rewritten team ability that Siphon Power grants. The Society • If a character attempts to use Outwit against a Society member and the Outwit fails due to a successful roll of the team ability, the Outwit can be used against a different opposing character. Submerged • As water terrain is hindering terrain, powers, abilities, and feats that allow a character to ignore hindering terrain for line of fire purposes would also allow the character to ignore Submerged. Special Object Clarifications Aerial Baffler • A character that gains Earthbound as a result of the Aerial Baffler may be carried. However, that character will regain flight as soon as it leaves the Aerial Baffler’s area of effect and must be dropped at that point. • A character gains Earthbound as soon as it enters into the Aerial Baffler’s area of effect. A character may continue its movement after entering the area of effect of the Aerial Baffler, but would do so as a non-flier. Fuel Tank • If the Fuel Tank is used to destroy a wall or square of blocking terrain during a close combat attack, all characters adjacent to the targeted section of terrain will be dealt damage from the Fuel Tank. Laser Turret • The Laser Turret may make an attack against any opposing character within range, regardless of adjacency. • When making an attack with the Laser Turret, any adverse effects that can normally result from the attack (such as damage from the Mystics team ability or a critical miss) are dealt to the Laser Turret and not the character using the Laser Turret. Teleport Pad • A character using the Teleport Pad may pick up and carry a character or object when moving via the Teleport Pad, if they could normally do so.

Indy HeroClix Errata and Clarifications – November 2005

Official Indy HeroClix™ Rulings and Clarifications November 2004 These document updates are tournament legal November 30, 2005. All new entries since the last update are shown in red. Forums: Any ruling made by the official rules arbitrator on a WizKids HeroClix forum is an official ruling. The ruling is tournament legal only when the FAQ is published on WizKids’ website. The FAQ will be labeled with the date it becomes tournament legal.

Character Corrections Manticore #CoH002, City of Heroes Some versions of this character have the incorrect collector’s number on the dial sticker. The number should read CoH002, instead of CoH003. The dial for this character can be validated by visiting http://www.wizkidsgames.com/heroclix/indy/figuregallery.asp?releaseid=45 Positron #CoH003, City of Heroes Some versions of this character have the incorrect collector’s number on the dial sticker. The number should read should read CoH003, instead of CoH002. The dial for this character can be validated by visiting http://www.wizkidsgames.com/heroclix/indy/figuregallery.asp?releaseid=45

Team Abilities Clarifications 2000 AD Team Ability • Designating a single character for this team ability means the 2000 AD team ability applies only to that single character, even if more than one of that character is in play. CrossGen Team Ability • If a CrossGen team member somehow deals damage to itself with its own attack (such as an Energy Explosion), and does not choose cancel the team ability, the character would retaliate against itself. Crusade Team Ability • The "Crusade" attack does not have to be successful to generate Knockback. Additionally, the target is knocked back a number of squares equal to the attacker's damage value, not the actual damage dealt. • If a Crusade team member's Energy Explosion attack is unsuccessful against a target, but doubles are rolled, then the Crusade ability will generate knockback only for the missed target. If a Crusade team member's Energy Explosion is successful against a target, but unsuccessful against an adjacent figure, Crusade's ability will also generate knockback against the adjacent figures. Danger Girl Team Ability • The Danger Girl team ability may only be used when the character is the target of an attack. Indirect damage from Energy Explosion, damage dealt by Mastermind, Poison, and damage dealt by Pulse Wave do not require targets. • Even though “the attack must choose another target or take a different action with that character,” the character cannot take back any portion of the action (such as the move action in a Charge attack) made before the attack action. • If Character B makes a successful Danger Girl team ability roll against Character A's attempt at targeting Character B, then Character A cannot target Character B for the rest of the turn. BPRD Team Ability • When using another team’s ability, a “wild card” team member is considered part of that team for team ability purposes only; for everything else, it is a member of the team printed on its base. Top Cow Team Ability • If this character is given a move action and fails a break away roll, the Top Cow ability may be used so that action does not count towards the player’s total allotment for that turn.

HeroClix Comprehensive Tournament Rules Last Updated June 23, 2006 This document is tournament legal on July 12, 2006. Future changes will be noted in red. Contents • Introduction • General HeroClix Tournament Rules • Constructed Format Rules • Sealed Format Rules • Draft Format Rules • Battle Royale Quick-play Format Rules • Unrestricted Format Rules • Junior Format Rules • Marquee Special Format Rules • “Path to Glory” World Championship Tournament Rules Introduction Welcome to HeroClix tournaments! HeroClix events are designed to play fast and feature lots of fun, exciting action. Players should always have a great time at a sanctioned HeroClix tournament. Whether they win or lose, their efforts never go unnoticed. Players can win prizes and honors at many different types of tournaments and share the good fellowship that comes with playing a great game with great people. Questions about a sanctioned tournament should be directed to the Judge running the event, or to WizKids (the WizKids online support database is accessible at www.wizkidsgames.com/ss. This document contains the rules for playing and running sanctioned HeroClix tournaments. It is designed to compliment the WizKids Approved Play Comprehensive Rules. In the event of any conflict between this document and the Comprehensive Rules, this document takes precedence. WizKids requires that all sanctioned tournaments be run in compliance with these rules. The most recent version of this document is posted on our web site: www.wizkidsgames.com/heroclix. Registered players can earn exciting prizes for participating in HeroClix events, aside from prizes issued at the tournament (please see the WizKids Approved Play Comprehensive Rules for more information on the Player Rewards program). WizKids provides, free of charge, a Personal Player Web Page that allows players to locate sanctioned events near them. Players can register to participate in HeroClix tournaments by visiting the WizKids website at www.wizkidsgames.com/register.asp and creating an account. Players are encouraged to sign up in advance for sanctioned WizKids events, using the tools on their Personal Player Pages. This helps tournament officials plan to accommodate all players. Players who sign up for sanctioned events online should bring their User Name and Player ID Number to the event. If a player wishes to register at the tournament, he or she should contact the Judge running the event for details. 1.0 General HeroClix Tournament Rules 1.1 Sanctioned Events A sanctioned event is any tournament or demonstration registered through the WizKids website. In order for a HeroClix event to be sanctioned, it must be created by Judge associated with the event before the deadline. For more details, refer to the WizKids Approved Play Comprehensive Rules. HeroClix Comprehensive Tournament Rules 1.2 Rules Sanctioned HeroClix events use the following official rules, except as noted herein: the HeroClix game rules from the most recent HeroClix base set; the HeroClix Powers and Abilities Card from the most recent HeroClix base set; the most recent Errata and Clarifications document after its effective date; the most recent documents for expansions, including Big Figures, 3D Objects, and inserts from booster packs and ther products including new rules, powers, and abilities; the WizKids General Tournament Rules (contained in the WizKids Approved Play Comprehensive Rules); and the HeroClix Tournament Rules (this document). 1.2.1 Scenario Rules Scenarios are to be determined by the Judge running the event, and should be posted on the WizKids website with the event description. There is no “default” scenario for a HeroClix game.

HeroClix Comprehensive Tournament Rules 1.3 Tournament Pairing Pairings in the first round of a standard Swiss-style HeroClix tournament are determined randomly. After the first round, the Judge determines pairings by win loss record (i.e. the player with the best record faces the player with the second best record, the player with the third best record faces the player with the fourth best record, and so on), taking care to avoid rematches during Swiss rounds. Rematches are acceptable only once Swiss rounds have ended and championship rounds begun. 1.3.1 Tournament Record Tie-Breakers Tournament win-loss record ties are resolved by the following criteria in the order below: 1) Total victory points 2) Opponent’s win-loss record 3) Opponent’s total victory points Tie-breakers 1 and 2 may be switched at the Judge’s discretion. If the Judge chooses to do this, he must announce this to all players before any pairings have been made. 1.4 Force Build Totals The Judge and Venue determine the force build totals for the tournament unless otherwise specified in the event description. This information should be made available in the event description on the WizKids website. WizKids recommends using a multiple of 100 for a point total. The default build total is 300 points. 1.5 Required Materials All players are responsible for bringing the following materials to sanctioned HeroClix events: a tournament-legal HeroClix force with the appropriate build total; 6 object tokens; 2 six-sided dice; a map; tokens, coins, or other objects to use as action tokens. The current PAC and current Errata and Clarifications document is recommended, but not required. 1.5.1 Objects Unless otherwise specified by the scenario, all sanctioned HeroClix games must use six object tokens. 3D objects are legal for all sanctioned HeroClix games and may be substituted for object tokens of the appropriate type per the 3D object rules. 1.5.2 Maps Any WizKids-created HeroClix map may be used for any sanctioned HeroClix event. Envoys may substitute custom maps or terrain at their discretion. At the Judge’s discretion, maps may be cut or otherwise sized to fit available playing surfaces. No matter how maps are adjusted, all maps used for the same tournament must be of identical size and shape. 36 by 36 inch maps may be used in any HeroClix event. 36 by 24 inch maps may only be used in HeroClix events where only two players are playing on each map. 1.5.3 Feats, Battlefield Conditions, and Bystander Tokens Feats, Battlefield Condition, and bystander tokens are tournament legal for WizKidssanctioned events. 1.6 HeroClix Universes Sanctioned HeroClix events may be registered in any of the following game universes: • Open HeroClix: All HeroClix characters, feats, bystander tokens, and battlefield conditions are legal for play unless specified otherwise by WizKids or limited by house rules (see section 1.8). • Marvel HeroClix: Only characters, feats, bystander tokens, and battlefield conditions from Marvel HeroClix sets are legal for play. • DC HeroClix: Only characters, feats, bystander tokens, and battlefield conditions from DC HeroClix sets are legal for play. • Indy HeroClix: Only characters, feats, bystander tokens, and battlefield conditions from Indy HeroClix sets are legal for play. 1.7 Retired Figures The following base sets and expansions are retired from competitive play: Infinity Challenge, Hypertime, Clobberin’ Time, Xplosion, Cosmic Justice, Indy, Critical Mass, Unleashed, Universe, and Ultimates, as well as the bystander tokens from the DC & Marvel Map Sets.

1.8 House Rules Judges and Venues may use “House Rules” during sanctioned HeroClix events. House Rules allow Judges to run special scenarios. House Rules must be: part of the event description on the WizKids website; and posted in the venue at least one week before the event. 1.8.1 What House Rules Cannot Do House Rules cannot override Section 1.1, 1.6, 1.8, 8.0, 9.0, and any of their subsections or this section of this document. House rules cannot alter the format of an event, substantially alter the core mechanics of the game, or alter any program rules as presented in the WizKids Approved Play Comprehensive Rules. House Rules also cannot change the tournament type—for instance, a Sealed event cannot be run as Constructed or vice versa. 1.9 Timekeeping HeroClix rounds last 50 minutes. The Judge running the event must announce the time remaining in the round twice during the game: once with between 20 and 30 minutes remaining in the round, and once with between 3 and 7 minutes remaining in the round. Once time is called, the game ends as soon as the current player finishes his or her current action. 1.10 Victory Victory in each round is determined as per “Victory!” on pages 52 and 53 of the Marvel HeroClix: Danger Room Complete Rules. 1.11 Byes A bye is issued when there are an odd number of players in a Swiss-style event. A bye is considered to be a win with the worst possible victory conditions; therefore, each bye is scored as a win with that person’s build total in victory points. First round byes are assigned randomly unless a player volunteers to take the bye. Judges are encouraged to take such volunteers into consideration for the Fellowship Prize. If more than one player volunteers to take the bye, the Judge assigns the bye randomly among the volunteers. In subsequent rounds, the bye is assigned to the player with the worst win-loss record. The Judge should take care to ensure that no player receives the bye more than once in a tournament. 1.12 First Turn Immunity A character, which is still in its original starting position on the map, may not be attacked or damaged, except by friendly characters, until after each player has completed his or her first turn. 1.13 Rounds HeroClix tournaments typically use 3 or 4 rounds of Swiss pairings. See the “How to Run Swiss Rounds” document on the WizKids website for more details. Each HeroClix tournament must consist of a minimum of 3 full 50 minute rounds. 1.14 Rules Questions All rules questions that come up during a sanctioned HeroClix tournament are to be directed to the head Judge of the event, who is the final authority on rules disputes for that event. Rules questions that come up outside of a tournament should be directed to the HeroClix: Rules forum at www.wizkidsgames.com or to the HeroClix Rules Arbitrator at [email protected]. 2.0 Constructed Format Rules 2.1 Legal Expansions Units from the following HeroClix expansions are legal for tournament forces in the Constructed format: Mutant Mayhem, Legacy, Fantastic Forces, Icons, Armor Wars, Collateral Damage, 2006 Collector's Sets, Danger Room, and Sinister. Other figures may be legal, provided they meet the standards set elsewhere in these rules and in section 5.9 and associated subsections of the WizKids Approved Play Comprehensive Rules.

HeroClix Comprehensive Tournament Rules 2.2 Battlefield Condition Cards Battlefield Condition cards are tournament legal in WizKids-Sanctioned events. Battlefield Condition cards are optional for each player. An opposing player cannot stop a player from using Battlefield Condition cards. Each player may bring a number of Battlefield Condition cards equal to the number of rounds in the tournament minus one. None of these Battlefield Condition cards may be a duplicate. These Battlefield Condition cards make up a player’s “hand.” Other cards such as Feats, must be added to the hand as placeholders so that the number of cards in your hand equals the number of rounds in the tournament. These extra cards may not be put into play for any reason – they serve as placeholder, “dummy” cards only. After the battlefield is prepared (see page 11 of the DC HeroClix: Icons rulebook),each player chooses a card from his or her hand to use for the duration of the game. Both players reveal their cards at the same time. If a player does not wish to play a Battlefield Condition card during a round they may substitute their placeholder card instead when Battlefield Condition cards are revealed. A player who uses a placeholder card in this manner does not return it to their hand; they no longer have the option of using it in place of a Battlefield Condition card. At the end of the round in which a Battlefie ld Condition card has been put into play, that Battlefield Condition card is removed from the Tournament, and cannot be used in successive rounds. After Battlefield Conditions are put in play, each player will note on their opponent’s team registration sheet which Battlefield Condition the opponent put in play that round. Future opponents may see the Battlefield Condition(s) which have already been played, but may not see those Battlefield Condition(s) that have not yet been played. 3.0 Sealed Format Rules 3.1 Sealed Box and Sealed Booster Events A Sealed event uses figures pulled from a predetermined number of HeroClix boosters and/or starters. Each player should receive the same number and type of boxes and boosters; for example, if using three boosters from three different expansions, make sure that all players have one booster from each of the three expansions. Unless specified otherwise by WizKids, all sealed events require three boosters from the most recent HeroClix expansion. Build totals should equal 100 points per booster, and 200 points per starter. For example, an event using 3 boosters would have a 300 point build total, and an event using 1 starter and 1 booster would also have a 300 point build total. 3.2 Buying Product at Sealed Events The venue sells all of the boosters at a sealed event. Players cannot bring sealed boosters from other venues or stores. Gaming clubs and military venues are exceptions to this rule, and players can provide boosters, if necessary. 3.3 Defective Figures If a player receives a defective character in a sealed event, the player may choose to continue without the defective character or to replace the entire booster or starter. Partial replacements cannot be made. 3.4 Force Construction When instructed to do so by the Judge running the event, each player should open their boosters and/or starter and count the characters in each to confirm they are tournament legal (see the WizKids Approved Play Comprehensive Rules). If a player receives an incorrect number of characters or an illegal character, he or she must immediately notify the Judge, who will replace the entire booster or starter. 3.4.1 Construction Period After the above procedure is concluded, players have 15 minutes to create a tournament-legal force using only the characters pulled. Players may not trade characters or boxes.

HeroClix Comprehensive Tournament Rules 3.5 Feats, Battlefield Conditions, and Bystander Tokens Battlefield Conditions are tournament legal. If a player pulls a Battlefield Condition, he or she may use it. An opposing player cannot stop a player from using Battlefield Condition cards. Players cannot use Battlefield Conditions that were not pulled from the sealed boxes provided for the tournament. Battlefield Conditions in sealed tournaments are not subject to the requirements that govern the use of Battlefield Conditions in constructed events—a player may use any pulled Battlefield Conditions as often or little as desired, and may use a different Battlefield Condition each round, if multiple Battlefield Conditions are pulled. Each player may use no more than one Battlefield Condition each round. Feats and Bystander Tokens are tournament legal. If a player pulls a Feat card or Bystander Token, he or she may use it provided that doing so obeys the rules for using feat cards found on page 29 of the DC HeroClix: Icons rulebook. Players cannot use Feat cards or Bystander Tokens that were not pulled from the sealed boxes provided for the tournament. 4.0 Draft Format Rules 4.1 Rules for Drafting Forces Drafting occurs in pods of eight or fewer players. Each pod should contain a number of players similar to any other pod. Each player in the pod rolls two six-sided dice; the player with the highest roll chooses who drafts first (reroll ties). That person opens his or her box at the direction of the Judge, and he or she places all characters and cards from that box in the center of the pod. The person to the left of the player opening the box turns all characters to their starting positions, if necessary. All players then have one minute to look over the characters. Until the end of the draft, no characters may be clicked off their starting positions. Drafting begins with the player who opened the box, and proceeds to his or her left, with each person having 10 seconds to choose a character or card. Once all characters and cards have been drafted from the first box, the player to the left of the person who opened the first box opens his or her box at the direction of the Judge; drafting continues in this manner until all boxes have been opened and all characters and cards have been drafted. Unless specified otherwise by WizKids, all draft events require threeboosters. 4.2 Buying Product at Draft Events The venue sells all of the boosters at a draft event. Players cannot bring sealed boosters from other venues or stores. Gaming clubs and military venues are exceptions to this rule, and players can provide boosters, if necessary. 4.3 Constructing Forces After the Draft After drafting, players have 15 minutes to create a tournament-legal force using only the characters and cards drafted. Players may not trade characters, cards, or boxes. 4.4 Feats, Battlefield Conditions, and Bystander Tokens Battlefield Conditions are tournament legal. Battlefield Conditions are drafted as if they were a figure. If a player drafts a Battlefield Condition, he or she may use it. An opposing player cannot stop a player from using Battlefield Condition cards. Players cannot use Battlefield Conditions that were not drafted from the sealed boxes provided for the tournament. Battlefield Conditions in draft tournaments are not subject to the requirements that govern the use of Battlefield Conditions in constructed events —a player may use any drafted Battlefield Conditions as often or lit tle as desired, and may use a different Battlefield Condition each round, if multiple Battlefield Conditions are drafted. Each player may use no more than one Battlefield Condition each round. Feats and Bystander Tokens are tournament legal. Feats and Bystander Tokens are drafted as if they were a figure. If a player drafts a Feat card or Bystander Token, he or she may use it provided that doing so obeys the rules for using feat cards found on page 29 of the DC HeroClix: Icons rulebook. Players cannot use Feat cards or Bystander Tokens that were not drafted from the sealed boxes provided for the tournament. 4.5 Defective Figures If a player receives a defective character in a draft event, the player may choose to continue without the defective character or to replace the entire booster. Partial replacements cannot be made.

HeroClix Comprehensive Tournament Rules 4.6 Giant Figures in Draft Format If a player receives a booster containing a giant figure, the player has three choices in how to deal with that booster: 1) Keep the booster and buy another booster for use in the Draft 2) Select the giant figure as his or her first choice. He or she then passes the 2 remaining figures to his or her left and gets 3 figures from the person on hisor her right. He or she may not select any of these 3 figures, instead passing them left. This section (4.6) does not apply to the Fantastic Forces expansion. 5.0 Battle Royale Quick-play Format Rules Battle Royale tournaments are fast-playing draft tournaments designed to run in less time than a regular three or four round event. The rules for Battle Royales supercede some of the rules for Building a Force in the rulebook. To prepare for a Battle Royale, each player uses one sealed booster. Please note that the Battle Royale is a subformat of the Unrestricted format. Battle Royales can only be run as venue supported events. 5.1 Battle Royale Draft Drafting occurs in pods of four players. If it is not possible to create pods of four, each pod should contain a number of players similar to any other pod. Each player in the pod rolls two six-sided dice; the player with the highest roll chooses who drafts first (reroll ties). That person opens his or her booster at the direction of the Judge, and he or she places all characters and cards from that booster in the center of the pod. The person to the left of the player opening the booster turns all characters to their starting positions, if necessary. All players then have one minute to look over the characters. Until the end of the draft, no characters may be clicked off their starting positions. Drafting begins with the player who opened the booster, and proceeds to his or her left, with each person having 10 seconds to choose a character or card from the pile. Once all characters and cards have been drafted from the first booster, the player to the left of the person who opened the first booster opens his or her booster at the direction of the Judge; drafting continues in this manner until all boosters have been opened and all characters and cards have been drafted 5.2 Battle Royale Force Construction Each player uses the characters and cards drafted within the pods, no matter what the point cost of the characters. Archenemy characters can be used together in a Battle Royale draft. If a player cannot, or does not wish to, use a character or card, it is set aside for the duration of the event and not used. No matter the point value of a player’s force, each player gets two actions each turn. 5.3 Feats, Battlefield Conditions, and Bystander Tokens Battlefield Conditions are tournament legal. Battlefield Conditions are drafted as if they were a figure. If a player drafts a Battlefield Condition, he or she may use it. An opposing player cannot stop a player from using Battlefield Condition cards. Players cannot use Battlefield Conditions that were not drafted from the sealed boxes provided for the tournament. Feats and Bystander Tokens are tournament legal. Feats and Bystander Tokens are drafted as if they were a figure. If a player drafts a Feat card or Bystander Token, he or she may use it provided that doing so obeys the rules for using feat cards found on page 29 of the DC HeroClix: Icons rulebook. Players cannot use Feat cards or Bystander Tokens that were not drafted from the sealed boxes provided for the tournament. 5.4 Defective Figures If a player receives a defective figure in a Battle Royale event, the player may choose to continue without the defective figure or to replace the entire booster. Partial replacements cannot be made. 5.5 Giant Figures in Battle Royales If a player receives a booster containing a giant figure, the player has three choices in how to deal with that booster: 1) Keep the booster and buy another booster for use in the Battle Royale 2) Return the booster and get a replacement booster 3) Select the giant figure as his or her first choice. He or she then passes the 2 remaining figures to his or her left and gets 3 figures from the person on his or her right. He or she may not select any of these 3 figures, instead passing them left. This section (5.5) does not apply to the Fantastic Forces expansion.

HeroClix Comprehensive Tournament Rules 5.6 Battle Royale Game Play Each pod then plays a four-player game on a single HeroClix map. When only two players have characters remaining, play ceases for that pod. The two surviving players then match up against two surviving players from another pod. No healing is allowed between games. Setup for the second game is otherwise as above. Remaining players continue playing until there is only one player with characters on the map. 5.6.1 Team Rules The “team rules” version of the HeroClix Battle Royale plays the same, except that once teams are drafted, players are randomly paired to be on two teams per pod. Teammates should start play across from each other. If one member of the team is eliminated, so is the other member, and that player must remove his or her pieces from the map immediately. 6.0 Unrestricted Format Rules 6.1 Figures from Retired Expansions Figures from retired expansions remain legal for unrestricted tournament play as long as they meet all other conditions outlined in this document and in Section 5.9 and related subsections of the WizKids Approved Play Comprehensive Rules. 7.0 Junior Format Rules 7.1 Age Li mitation Junior HeroClix tournaments use the Constructed format rules with the exception that only players aged 12 and under may participate in a Junior event. 8.0 Marquee Special Format Rules 8.1 Marquee Rules WizKids periodically runs Marquee tournaments to celebrate new releases in the HeroClix line. These events follow the rules for Sealed format events with three exceptions: • All boosters must be from the specified expansion. • Each Marquee tournament may only be scheduled on a specific weekend. This is handled through WizKids’ online registration system. • The event must be run in accordance with any special rules or scenarios provided by WizKids for the specific Marquee event, and the special tournament format rules in sections 1.6b and 5.14 of the WizKids Approved Play Comprehensive Rules. • House rules are not allowed. 9.0 Wizard World HeroClix Invitationals WizKids hosts Wizard World HeroClix Invitational Championship events for some tournament universes. The times, dates, and locations for each event will be announced on the WizKids website. The Wizard World HeroClix Invitationals is the highest level of competition for HeroClix, replacing all previous championship events. There are four WWHCI cycles in 2005, each consisting of Local and Regional events culminating in a Championship held at a Wizard World convention. While changes to this document will generally be posted two weeks in advance of taking effect, WizKids, Inc. reserves the right to modify these rules as it deems necessary, in its sole discretion, at any time, with or without notice. A brief glossary of terms used in these rules appears at the end of the document. 9.1 Staff and Responsibilities 9.1.1 Tournament Organizers WizKids Regional Tournament Organizers (or TOs) are responsible for managing WWHCI Regional tournaments. In addition to ensuring that the event is run according to WizKids Approved Play policies and guidelines and making the event as fun and exciting as possible, WizKids regional TOs are required to: • Submit the order for the event to WizKids in a timely manner, prior to the deadline provided in the solicitation sent out each cycle. If WizKids does not receive this information prior to the deadline set forth in the solicitation, the event will be considered cancelled. W izKids may extend this deadline if circumstances necessitate such a change. • Actively publicize the event through fliers, emails, web posts and banners, and proactively communicating with WizKids envoys in the area. • Post details and a link to wizkidsgames.com on their website.

• Accept pre-registration through wizkidsgames.com. WizKids will provide each TO with a list of all Local level winners for verification. Where necessary, WizKids will also provide a list of all players who are prohibited from comp eting in WWHCI events. 9.1.2 Head Judge The Head Judge is the HeroClix Judge responsible for running the event in question, supervising pairings, adjudicating disputes, and generally making sure that the event observes all relevant rules and policies. In addition, this individual is solely responsible for ensuring that the event is reported in a timely manner. At the local level, this Judge is generally the same individual responsible for running standard weekly tournaments. At the Regional level, an event’s Head Judge is selected by the Regional TO in consultation with his/her SPOC. At the championship level, the Head Judge is likely to be the HeroClix Rules Arbitrator or a member of the WizKids Approved Play staff. 9.1.3 SPOCs (Single Points of Contact) WizKids assigns each TO a “Single Point of Contact”, or SPOC. This person is a WizKids envoy (generally level 3 or above) who is responsible for facilitating communication between the TO, Head Judge, and WizKids. The SPOC may also be the event’s Head Judge, but this is not required. 9.1.4 Premiere Events Envoy WizKids assigns one level 5 envoy to serve as the centerpoint of communication for WizKids Premiere Events in the field. Questions about the WWHCI program or any other WizKids Premiere Event can be directed to the Premiere Events Envoy at [email protected]. 9.2 Competitive Standards To ensure a level-playing field, WizKids has instituted the following standards for Wizard World HeroClix Invitational (WWHCI) Events: • No house rules are allowed during WWHCI events. • All Constructed WWHCI events are presumed to be 300 points Open HeroClix, unless specified otherwise by WizKids. • All WWHCI events must be reported within one week of the event’s completion. The results of any event not reported within one week of completion will be considered invalid and all accompanying prizes and Invitations void. • An Invitation is valid only in the cycle in which it is won. For example, if a player wins a February Regional event, his/her Invitation and free admission are valid only for Wizard World Los Angeles, not for Wizard World Philadelphia. In order to win an Invitation valid for Wizard World Philadelphia, a player must win a Regional event in April. • Invitations do not “pass down” to other players and may not be transferred in any way. • An Invitation may only be used once. If a player who won a Local event competes in multiple Regional events, that player may only use his/her Invitation to skip the first flight at only one of those events. • An Invitation is only valid as long as the player who won it does not compete in any further events at the same level (Local or Regional) in the same cycle. A player may compete in as many Local (or Regional) events as s/he wants, but if that player competes in a Local (or Regional) event after having won an Invitation in a previous Local (or Regional) event in the same cycle, that Invitation is void and the player is not eligible to win another invitation at the same level in the same cycle. 9.3 Events 9.3.1 Locals Registered WizKids venues around the world have the opportunity to run WWHCI Locals. These events are available for registration through the standard WizKids supported event registration period. Each WWHCI Local event consists of a minimum of three (3) rounds of Swiss-style competition, followed by a championship match between the two (2) players with the best records from the Swiss rounds. These events use all standard Sealed format rules except where otherwise specified by WizKids. Prizes (may vary from event to event—the specific prizes listed below are guidelines and are subject to change with or without notice): • Champion prize: Marquee-quality Limited Edition game piece and an Invitation that allows the player to bypass the first flight at the Regional level. • Fellowship prize: Marquee-quality Limited Edition game piece. • “Participation” Prize: Most Local WWHCI prize kits will contain eight (8) additional prizes to be awarded to the first eight (8) competitors to register for the event. These players must complete a minimum of three (3) rounds of Swiss competition in order to receive their prizes.

HeroClix Comprehensive Tournament Rules 9.3.2 Regionals A WWHCI Regional may also be a pre-release tournament, but in the event that release timing or other logistical considerations prevent this, WizKids may substitute another format or event scenario. Details on each Regional event will be available at wizkidsgames.com at least one month in advance of the event. Each Regional event will consist of two (2) levels of competition:

1) An open first flight1 consisting of three rounds of Sealed format Swiss pairings will qualify sixteen (16) competitors for the final rounds of competition. The first of these rounds will begin no later than 11:00am on the day of competition (check specific event schedules for exact times). A player who At the discretion of the Judge or Tournament Organizer running the event, this initial flight may be split into multiple flights so that the tournament may be run more smoothly. Each flight must qualify an equal number of players, and all flights may not qualify more than sixteen (16) players in total. has won an Invitation at the Local level in the current cycle may compete in the first flight, but if s/he chooses to do so, s/he forfeits his/her Invitation and may only qualify for the finals through competitive standing in the first flight.

2) A closed 300 point Open HeroClix Constructed format second flight. The first of these rounds will begin no earlier than 2:00pm on the day of competition (check specific event schedules for exact times). The top 16 competitors from the first flight and Local-level champions are eligible to compete in these regional finals (if needed to prevent a bye, the 17th place player from the first flight will be allowed to compete in the regional finals). These regional finals shall consist of two (2) rounds of Swiss competition followed by three (3) rounds of single elimination competition. The top eight (8) players from the Swiss rounds shall compete in the single elimination rounds to determine a Regional winner.

Prizes (may vary from event to event—the specific prizes listed below are guidelines and are subject to change with or without notice): • Grand Prize: A factory set of a current HeroClix expansion (selected by WizKids), free admission to the Wizard World convention hosting the current cycle’s Championship event, and an Invitation that allows the player to bypass the first flight at the Championship level. • Fellowship Prize: A factory set of a current HeroClix expansion (selected by WizKids). The fellowship prize will be awarded by the tournament’s head judge, advised by a player vote compiled through a double-vote system. At the close of competition, each player will nominate up to two opponents (note: votes for any player who is not listed as an opponent on your battle record will be discarded) by written ballot. Each player may vote immediately upon the close of his/her competition, but results will not be tallied until all competition has ceased for both flights. The competitor who receives the most votes will be awarded the fellowship prize, subject to the approval of the event’s head Judge. The head judge must produce player vote results when requested by WizKids, but is not otherwise permitted to post or circulate vote results. • “Participation” Prize: While supplies last, each competitor will receive an exclusive participation prize. Side Events A side event (sometimes called a “reflight”) is a smaller tournament run for interested players who, for one reason or another, are not competing in the main Regional tournament. There is no limit to the number of side events in which player may participate. Players with Invitations won at Local events Players with an Invitation to the final rounds of a Regional event are not required to purchase boosters, as they are not competing in the Sealed first flight. These players may choose to purchase boosters with their entry fee, paying the standard price, or may choose not to receive boosters and pay a reduced entry fee. An Invitation does not affect the cost of side events. Entry fees may vary from event to event—check wizkidsgames.com or your Regional TO’s website for details 9.3.3 Championship WWHCI Championship events are held at Wizard World conventions. All participants must be registered attendees of the relevant Wizard World convention. Each championship event will consist of two days of competition. Each Championship event will consist of two levels of competition: 1) First flight Sealed competition (Saturday). The first day of championship competition is open to any player who has not already won a Regional event in the current cycle. The first day of competition consists of Swiss rounds, which will qualify sixteen (16) players for competition in the next day’s finals. A player who has won an Invitation at the Regional level in the current cycle may compete in the first flight, but if s/he chooses to do so, s/he forfeits his/her Invitation and may only qualify for the finals through competitive standing in the first flight.

HeroClix Comprehensive Tournament Rules 2) Second flight 300 point Constructed Open HeroClix finals (Sunday). The second day of championship competition is open to the top sixteen (16) players from the previous day’s Sealed competition as well as players who won an invitation in a Regional event during the current WWHCI cycle (if needed to prevent a bye, the 17th place player from the previous day’s Sealed competition will be allowed to compete in the championship finals). These championship finals shall consist of two (2) rounds of Swiss competition followed by three (3) rounds of single elimination competition. The top eight (8) players from the Swiss rounds shall compete in the single elimination rounds to determine the WWHCI Champion. WizKids may substitute another format or even scenario. Prizes (may vary from event to event—the specific prizes listed below are guidelines and are subject to change with or without notice): • Grand Prize: Champion’s choice Master Piece figure. This figure must be selected from the most recent Marvel or DC expansion and will be #1 of 1. The current champion may not choose a figure that was chosen by a previous champion. • Fellowship Prize: A factory set of Limited Edition pieces from a current HeroClix expansion (selected by WizKids). • Top 8 prizes: Limited Edition pieces from a current HeroClix expansion (selected by WizKids). • “Participation” Prize: The first day of competition will feature the last use of the cycle’s Regional exclusive “participation” prize. WizKids may offer additional prizes to second day competitors. • Additional Prizes: Wizard World and WizKids will add additional prizes where available and appropriate. 9.4 Definition of Terms In this document, specific terms are used repeatedly to describe various phases of the invitational series. Here is what is meant by those terms. Match—a single pairing of two competitors which produces a winner and a loser for purposes of tournament scoring. Round—the totality of matches occurring at the same point in the tournament. Each tournament consists of multiple rounds. Flight—a grouping of rounds that constitutes a distinct sub-set of a tournament. For example, a Regional level event consists of a Sealed first flight (comprised of 3 rounds) that is open to all players and a Constructed second flight that is open to Invitation holders and the top 16 players from the first flight. Tournament —a single competition comprised of multiple rounds and/or flights. Event—a single tournament or demonstration. This term is sometimes used to describe the totality of activities surrounding a particular tournament or demonstration. Side Event—a tournament, demonstration, or pick-up game that occurs in connection with a larger event, but is not part of the central tournament. For example, players who do not qualify for the second flight at a Regional event might compete in side events that afternoon—these events are not part of the Regional tournament, but are held in the same location and run by the same Tournament Organizer and/or Judges.

DC HeroClix Team Abilities

Batman Ally: Any line of fire drawn to a Batman Ally team member that crosses hindering terrain, including hindering terrain in the square that the team member occupies, is treated as though it crosses blocking terrain.

Batman Enemy: Before the attack roll of any attack made by a Batman Enemy team member, the team member may replace their attack value with the unmodified attack value (including a replacement attack value) of any adjacent friendly Batman Enemy team member.

Calculator : Calculator team members are wild cards.

Crime Syndicate : Crime Syndicate team members have Probability Control. Whenever a Crime Syndicate team member uses Probability Control, you must place an action token on this character or another friendly character on the battlefield that has zero or one action tokens. A character with one action token that is taking an action other than a free action may not have an action token placed on it by this team ability. If an action token cannot be placed, this team ability may not be used. This team ability cannot be copied by wild card team abilities.

Green Lantern Corps : A Green Lantern Corps team member that can carry other characters may carry up to 8 friendly characters instead of 1.

Injustice League: When two or more friendly Injustice League team members are adjacent to the same opposing character, each team member may use this team ability to be given a close combat or ranged combat action which may only target that adjacent opposing character. The total number of actions given using this team ability during a turn requires only one action from your available actions, for the turn, but each Injustice League team member given an action using this team ability receives an action token at the resolution of the action.

Justice League: When you give a Justice League team member a move action, it does not count toward your available actions for the turn.

Justice Society: Before any attack roll, a Justice Society team member may replace its defense value with the unmodified defense value (including a replacement defense value) of any adjacent friendly Justice Society member for the duration of the attack.

Kingdom Come : Whenever an opposing character given a move action, power action, or free action attempts to move from a square that is not adjacent to the Kingdom Come team member to a square adjacent to the Kingdom Come team member, roll one six-sided die before moving the opposing character, even if it ignores the effects of characters on movement. On a result of 1 or 2, the opposing character cannot move to any square adjacent to the Kingdom Come team member that turn. This character and knocked back characters ignore this team ability.

Legion of Super Heroes : Legion of Super Heroes team members are wild cards.

Mystics: When this character takes damage from an attack, the attacker takes 1 damage. This damage is not an attack and cannot be reduced.

Outsiders : Once at the beginning of your turn, as a free action, an Outsiders team member on your force may choose a target friendly or opposing character. The team member must be within 10 squares of the target and have a clear line of fire to the target. Until the beginning of your next turn, the target’s combat values cannot be modified by powers or team abilities. This team ability cannot be copied by wild card team abilities.

Police: For each Police team member adjacent to a friendly figure making a ranged combat attack, modify the friendly figure’s attack value by +1. A ll Police team members modifying an attack on a target must have a clear line of fire to the target, though the target does not need to be within range of a team member modifying the attack.

Suicide Squad: When a friendly character adjacent to a Suicide Squad team member is KOd, roll one six-sided die and subtract 2 from the result. If the result is less than 1, the result is 1. The team member is healed of damage equal to the result. If the team member is KOd in the resolution of the same action as theadjacent friendly character, this team ability cannot be used.

Superman Ally: A Superman Ally team member ignores the effects of hindering terrain (including team abilities that give hindering terrain bonuses) on its movement, combat, powers, and feats.

Superman Enemy: When two friendly Superman Enemy team members are adjacent, the character with the highest point value gains the Outwit power. If that character already has Outwit, then this team ability has no effect. If two adjacent friendly Superman Enemy team members have identical point values, the controlling player chooses which character receives the Outwit power. Once this choice is made, it cannot be changed until the chosen character loses Outwit. This team ability is cancelled at the end of an action in which the two Superman Enemy team members are no longer adjacent.

Titans: At the beginning of an action in which two friendly members of this team are adjacent to each other, you may give one of those characters a power action and deal 1 pushing damage to that character. This damage may not be reduced by Willpower or any power that reduces damage, nor can it be dealt to another figure. The other adjacent, friendly character is healed of 1damage.

Marvel HeroClix Team Abilities

Avengers : When you give an Avengers team member a move action, it does not count toward your available actions for the turn.

Brotherhood of Mutants : When you give a Brotherhood of Mutants team member a move action, it does not count toward your available actions for the turn.

Defenders: Before any attack roll, a Defenders team member may replace its defense value with the unmodified defense value (including a replacement defense value) of any adjacent friendly Defenders member for the duration of the attack.

Fantastic Four: When a member of this team is KOd, each friendly Fantastic Four team member may be healed of 1damage. If the last remaining team members are KOd in the resolution of the same action, this team ability cannot be used.

Hydra: For each Hydra team member adjacent to a friendly figure making a ranged combat attack, modify the friendly figure’s attack value by +1. All Hydra team members modifying an attack on a target must have a clear line of fire to the target, though the target does not need to be within range of a team member modifying the attack.

Masters of Evil: A Masters of Evil team member may be given an action when it has two action tokens on it. If it does, do not place an action token on the team member after the action resolves; instead, deal it 1 unavoidable damage. At the end of your turn, do not remove action tokens from a member of this team that has been given an action during that turn.

Minions of Doom: Minions of Doom team members are wild cards.

Morlocks: When this character makes a close combat attack, it receives +1 to its attack value for each friendly character that is both adjacent to this character and the target character.

Power Cosmic: Members of this team do not take pushing damage and their powers cannot be countered. This team ability cannot be copied by wild card team abilities.

Serpent Society: Give a member of this team a power action. Move it any number of squares up to its speed value, ignoring the effects of all characters and terrain, including elevated terrain, on movement. This team member may not end its move in blocking terrain.

S.H.I.E.L.D.: When a friendly character makes a ranged combat attack, the attacking character's damage value may be modified by +1 for each friendly S.H.I.E.L.D. team member who is adjacent to the attacking character and who is given a power action before the attack roll is made.

Sinister Syndicate: Before the attack roll of any attack made by a Sinister Syndicate team member, the team member may replace their attack value with the unmodified attack value (including a replacement attack value) of any adjacent friendly Sinister Syndicate team member.

Skrulls : When a member of this team is chosen as the target of an attack, roll one six-sided die. On a result of 6, the attack cannot be made. The attacker must choose another target or take a different action.

Spider-Man: Spider-Man team members are wild cards.

Ultimates: An Ultimates team member ignores the effects of hindering terrain (including team abilities that give hindering terrain bonuses) on its movement, combat, powers, and feats.

Ultimate X-Men: At any time during the game, choose an opposing team or character for this team member; once this choice is made, it may not be changed. This team member gets +1 to its attack value against the chosen team or character.

X-Men: At the beginning of an action in which two friendly members of this team are adjacent to each other, you may give one of those characters a power action and deal 1 pushing damage to that character. This damage may not be reduced by Willpower or any power that reduces damage, nor can it be dealt to another figure. The other adjacent, friendly character is healed of 1 damage.

Indy HeroClix Team Abilities

2000 AD: At any time during the game, you may declare an opposing team or character as your target. Once the character or team is chosen, it may not be changed. All 2000 AD team members increase their attack value by 1 when attacking the chosen team or character.

Arachnos: When this character takes damage from an attack, the attacker takes 1 damage. This damage is not an attack and cannot be reduced.

Bureau of Paranormal Research and Defense: B.P.R.D. team members are wild cards.

CrossGen: When this character takes damage from an attack, the attacker takes 1 damage. This damage is not an attack and cannot be reduced.

Crusade : All attack rolls made by members of the Crusade team that result in doubles (except two 1s) cause knockback equal to the attacking character’s damage value.

Danger Girl: When a member of this team is chosen as the target of an attack, roll one six-sided die. On a result of 6, the attack cannot be made. The attacker must choose another target or take a different action.

Freedom Phalanx: Freedom Phalanx team members are wild cards.

Kabuki: Any line of fire drawn to a Kabuki team member that crosses hindering terrain, including hindering terrain in the square that the team member occupies, is treated as though it crosses blocking terrain.

Top Cow: When you give a Top Cow team member a move action, it does not count toward your available actions for the turn.

Using 3D Objects Updated: 11/14/03 Objects are three-dimensional figures that players can use in place of heavy and light object tokens. When using 3D objects, choose and place the regular object tokens normally. Once the object tokens have been flipped face-up but before they are placed on the map, each player may replace the object tokens he or she chose with a 3D object of the same type, light or heavy. 3D objects function like object tokens, but provide the bonuses listed below when attacking with the object, unless otherwise stated. Light Objects Mailbox – Increase the attacker’s damage dealt by 1. Crate – A character may throw this object 8 squares. Office Desk – May be used as a normal light object, or may increase the carrying character’s defense value by 2. When either option is used, the object is destroyed when an attack roll is made. Bookcase – Increase the attackers attack value by 1. Heavy Objects Dumpster – This object is not destroyed when used in an attack. The attacker places it in any square adjacent to the target after use. Computer – Increase the attackers attack value by 1. Soda Machine – Increase the attacker’s damage dealt by 1. Light Post – Acts as a heavy object. A target with 0 or 1 action tokens that is successfully hit with this object also receives an action token, which can result in pushing damage.

HeroClix Map Clarifications – July 2006

Official HeroClix™ Map Clarifications July 2006 These document updates are tournament legal July 12, 2006. All new entries since the last update are shown in red. Forums: Any ruling made by the official rules arbitrator on a WizKids HeroClix forum is an official ruling. The ruling is tournament legal only when the FAQ is published on WizKids’ website. The FAQ will be labeled with the date it becomes tournament legal and have a Tournament Legal date in it. General Map Notes Blocking Terrain • Diagonally adjacent squares that contain blocking terrain are considered continuous blocking terrain. Lines of fire that pass through the diagonal are blocked by the blocking terrain. • All walls are assumed to stop exactly at the edges of squares. Even if it looks like a wall “sticks out” into a doorway, it doesn’t, and thus diagonal attacks can pass through without being blocked. See also Lines of Fire. • No character may end their movement on or in blocking terrain. Elevated Blocking Terrain • Any blocking terrain that exists on elevated terrain (ie. the air vents) is considered to be blocking terrain at the same elevation as all other "elevated terrain". Elevated Terrain • When using a ladder to move to or from elevated terrain, the character must pass through the two squares (one grounded, one elevated) that contain the ladder terrain feature. Hindering Terrain • When a character moves through the corner between two diagonally adjacent squares of hindering terrain, it ends its move after crossing the corner. If the movement ends in clear terrain, it may move without penalty the next turn. See also Lines of Fire. • Terrain in a square remains the same type through an action; if it suddenly changes (such as becoming hindering terrain halfway through a Hypersonic Speed action), it is still considered of the original type until the character moves out of it or the action ends. Indoor Maps • Any map that's labeled as "Indoors" is considered to be entirely "Indoors" and subject to all the rules for Indoor movement and combat. Maps and Tournament Legality • Any WizKids-published HeroClix map is legal for tournament play. All maps used in a tournament must be of the same size. Outdoor Maps • Any map that's labeled as "Outdoors" is considered to be entirely "Outdoors" and subject to all the rules for Outdoor movement and combat. Stairs • The top square of a staircase is the last square in which the staircase exists, and is therefore elevated terrain. This square of stairs is considered adjacent to the second-to-last square, even though the terrain exists on two different elevations. Map-Specific Notes DC Starter Set Map A – Indoor, “The Office” • The squares of the circular desk are not surrounded by a thick black line; therefore, the desk is hindering terrain. DC Starter Set Map B – Outdoor, “The Truck Stop” • The squares occupied by the trucks are not surrounded by a thick black line; therefore, they are hindering terrain. DC Premier Set Map C – Indoors, “The Museum” • The colored areas surrounding and including the dinosaur exhibits are hindering terrain. • The section of the map that the stairs lead to is not elevated terrain. The wall that separates this section is indoor blocking terrain, while the stairs themselves are clear terrain. • The squares containing the Desk and the Suits of Armor are surrounded by thick black line and are considered to be blocking terrain.

HeroClix Map Clarifications – July 2006 DC Premier Set Map D – Outdoors, “The Apartment Complex” • The thick black lines that surround the stairwells are blocking terrain. Since the top square of the stairs is elevated, the blocking terrain surrounding it may not be destroyed. • The awnings extending out from the buildings are considered to be grounded hindering terrain. DC HeroClix Map Set - Justice League Watchtower Indoor • The squares with the video screens that fully occupy the square are hindering terrain (Consider them to be giant bulky screens that you can hide behind.) • The squares that the pool occupies are water terrain. • In the garden, the flowers and small green plant squares are clear terrain. The plants alongside the outside of the room, and the benches, are hindering terrain. • The twisting stairs are clear terrain. • In the kitchen, the table, refrigerator and counter top/cabinet squares are hindering terrain. The squares with the light grey strip are clear terrain. • The teleport portal (green circle) is clear terrain. • The squares that the shuttle occupies and the squares that the shuttle wings cut through are hindering terrain. (The squares with a very minor overlap of the shuttle are clear terrain.) DC HeroClix Map Set - Metropolis Outdoor • The squares with S.T.A.R. Labs' front doors are clear terrain. • The top square of the 2-part stairs on the Metropolis Museum of Art and the Daily Planet should not have a thick black line on the edge adjoining the rooftop. You may enter the rooftop from this square. • The single square of stairs at the front of the Metropolis Museum of Art does not lead to the roof. (It leads to the front door.) • On top of the Daily Planet, the 4X4 area that the globe occupies is hindering terrain. The rest of the rooftop is clear elevated terrain. • The 4X6 area that the pond occupies is hindering terrain. It's all water terrain except for the 4 corner squares, which are simply hindering terrain. • Aside from the elevated terrain, there are no thick black lines on this map. The cars, news stand, concession stands, statues, park benches, bus stops, bushes and signs are all hindering terrain. DC HeroClix Map Set - S.T.A.R. Labs Indoor • The 2X3 fountain in the middle of the map is water terrain. The grey shallow water squares that are surrounding it re normal hindering terrain. DC HeroClix Map Set - The Batcave Indoor • The yellow crate squares are hindering terrain. • The weapon display case and Bat Computer squares are blocking terrain. • The twisting stairs are clear terrain. • Squares that the Batcycle, Batmobile and Batcopter occupy are hindering terrain. • The rocky dirt section of the map is entirely hindering terrain. • The red gym mats in the workout area are clear terrain. DC Collateral Damage Map – “The Junkyard” • There is no wall between squares D12-13 and E12-13. • Entrance to the indoor section of the map can be gained by the stairs (at E8, E11, E17, & C22), ramp (at B3 & C3), and conveyer belt (E12 & E13). • The elevated terrain surrounding the “car crusher” (squares M12-P12 & M13-P13) does not block the line of fire from colossal or giant characters to those squares. Marvel Starter Set Map 1 – Indoors, “The Mall” • The water fountain is only hindering terrain, not water terrain. Marvel Premier Set Map 3 - Outdoors “The Park” • The building in the park is blocking terrain; it is not elevated terrain. See General Map Notes, Blocking Terrain. • If water covers more than half a square on the map, it is considered to be a water terrain square. • The grass and dirt pathways on the map are clear terrain, not hindering terrain. Marvel Premier Set Map 4 – Indoors, “The Warehouse” • The crates in the middle of the warehouse are blocking terra in.

HeroClix Map Clarifications – July 2006 Marvel HeroClix Map Set - Xaviers School Outdoor • The bluish-grey section with a boat in it is water terrain. • The dock is clear terrain. • The squares with the basketball hoops in them are clear terrain. • The thick black lines on either side of the Xavier School Sign gazebo are blocking terrain. Marvel HeroClix Map Set - Avengers Mansion Outdoor • The top square of the stairs should not have a thick black line on the edge adjoining the rooftop. You may enter the rooftop from this square. • The rooftops are considered to be clear elevated terrain. • The cars are hindering terrain. Marvel HeroClix Map Set - Danger Room Indoor • The small tufts of grass on this map are clear terrain. • The log and rock squares in the pond are normal (non-water) hindering terrain. • The lava flow squares are hindering terrain. Marvel HeroClix Map Set - Avengers Mansion Indoor • The squares with the thin plasma screens are clear terrain. • The square with the coat-rack is hindering terrain. • The bluish-grey elevator squares are clear terrain. Marvel Sinister Map – “The Prison” • Squares F1-F2 and F23-F24 are blocking terrain. Indy Starter Set Map A – Indoor, “The Evil Headquarters” • The goldfish pond is water terrain. • The cement and dirt squares are clear terrain. • The Computer squares are hindering terrain with a wall of blocking terrain behind them. • The square in the center of the desk is clear terrain. Indy Starter Set Map B – Outdoor, “The Temple” • The rooftops are clear elevated terrain. • The statues and gong are hindering terrain. • The goldfish pond is water terrain. Outdoor Adventure Pack Map 2 – Outdoors, “The Construction Site” • The chain link fence (thick grey line) is special hindering terrain. If a figure moves across the fence, they must end their move in the square after crossing the fence. If this movement ends in clear terrain, the character may move normally the next turn. • The dark brown area with the truck backed up to it is a big pile of dirt with a ramp leading up to it. It is considered to be elevated and hindering terrain. • The squares occupied by the crane and the trucks are not surrounded by a thick black line, therefore they are hindering terrain. • The blue patch in the middle of the map is a puddle and considered to be water terrain. • The brown patch near the pond is a small patch of dirt and considered to be hindering terrain. Indoor Adventure Pack Map 1 – “The Factory” • The grey tables in the factory area are hindering terrain. Indoor Adventure Pack Map 2 – “The Mansion” • The open blue squares in the pool are considered to be water terrain. • The squares in the pool that contain the diving boards are considered to be normal hindering terrain, not water terrain. • The slide is hindering terrain, not elevated terrain. • The grass, cement, and asphalt on the map are clear terrain, not hindering terrain.

BATTLE FIELD CONDITIONS Armor Wars When damage dealt is reduced by any power or effect, increase the damage dealt by 1 after it is reduced by all other game effects. Assembled When a force has more than four characters on it with the same team symbol but different names, each character gets +1 to their attack value when adjacent to a friendly character with the same team symbol. Astral Plane Hindering Terrain becomes clear terrain for movement purposes Atlantis Rising All clear non-elevated terrain becomes water terrain. Back-Alley Brawl Characters who make close combat attacks using no powers, feats, or team abilities and who are not affected by the powers, feats, or team abilities of any friendly character get +2 to their attack values. Bright Lights When determining line of fire, ignore Stealth and team abilities that duplicate the effects of Stealth. Crosswinds Characters with the wing speed symbol gain Earthbound. This ability may not be countered. Darkness Characters with a range value greater than 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect chracters only up to 6 squares away. Debris (tm) Each player contributes three additional objects to the object pile before objects are placed on the battlefield. Players must place all objects in the object pool on the battlefield. Deep Shadows All terrain is hindering terrain for line of fire purposes. Characters with a range value greater than 6 have a range value of 6 instead. Perplex may not be used to increase a range value toa number greater than 6. Powers and team abilities that affect characters up to 10 squares away affect characters only up to 6 squares away instead. Disbanded Ignore All Team Abilities

EarthQuake At the beginning of each player's turn, that player rolls two six-sided dice. If the combined result is 2-3, remove this Earthquake from the game: Characters without the wing speed symbol are each dealt 3 damage. Ground Zero Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage. Inertial Interference Field When a character makes an attack using Running Shot, Charge, or Hypersonic Speed, reduce damage dealt by 2. Knockback damage is reduced by 1. Infiltration When placing characters at the beginning of the game, characters with Phasing/Teleport, Smoke Cloud, or Stealth showing in their stat slots may be placed into hindering terrain up to half their unmodified speed values away from their starting areas. In addition, characters with the dolphin speed symbol may be placed in water terrain up to half their unmodified speed values from their starting areas. Internal Strife Characters get +1 to their attack values whenever they make close or ranged combat attacks against opposing characters with which they share the same team symbol. Isolation Combat values may not be replaced when the replacement value would be higher than the original value. Low Gravity Any standard character occupying clear terrain that is hit by an attack is knocked back equal to the damage taken. Madness Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit. Ordinary Day Cancel a single target battlefield condition. Overconfidence A character with Perplex may use it only on its own combat values.

Poor Teamwork Characters may not be carried. Characters with Telekinesis may not target friendly characters. Poor Teamwork Characters may not be carried. Friencly characters may not target each other with Telekinesis. Power Dampening Field Damage values higher than 3 become 3 instead. Proximity Mines At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game. Radiation Leak When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtrack3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced Rally Whenever the character with the highest point value remaining on your force is eliminated, remove one action token from all characters on your force, as applicable, and then remove the eliminated character from the game. Rushed Assault The first character to make an attack targeting an opposing figure during a game gets -2 to it's attack value until the attack resolves. Telekinetic Strain When Telekinesis is used to move a character or object 6 or more squares, the character using Telekinesis is dealt 1 unavoidable damage after the movement is resolved. War Zone A character using Support does not roll one six-sided die when targeting another character; instead, it heals the target of damage equal to its unmodified damage value. White Noise When a character is the target of Outwit or Perplex, its contorller rolls one six-sided die. On a result of 4-6, the target ignores that use of Outwit or Perplex.

Feat Cards and Special Objects Feats Alpha Flight (tm) Points: 0 Avengers (tm) Prerequisite: Avengers Team Ability All friendly characters with the Avengers team ability have the following team ability instead of the Avengers team ability: At any time during the game, choose an opposing team or character as your target. Once the character or team is chosen, it may not be changed. An Alpha Flight team member increases its attack value by 1 when attacking the chosen team or character. Ambush Points: 5 None Prerequisite: Stealth Choose a character. The character gets +2 to its attack value when it makes a close combat attack while occupying hindering terrain. After the attack resolves, the character's Stealth is countered until the beginning of your next turn. Armor Piercing Points: 10 None Choose a character. Damage dealt by the character may not be reduced below 1. Automatic Regeneration Points: 12 None Prerequisite: Regeneration. Choose a character. At the beginning of your turn, this character uses regeneration as a free action. Brilliant Tactician Points: 20 None Prerequisite: Outwit and Perplex. Choose a character. When the character uses Perplex, it may affect every target friendly character within 10 squares that shares a team ability with it. The character must have clear line of fire to each target. Camouflage Points: 8 None Prerequisite: Shape Change Choose a character. When the character is adjacent to a wall or blocking terrain, any line of f ire for a ranged combat attack drawn to the character is blocked. Damage Shield Points: 10 None Prerequisite: Close Combat Expert, Combat Reflexes, Energy Shield/Deflection, Flurry, Hypersonic Speed, Impervious, Invulnerability or Poison. Choose a character. When the character is the target of a successful close combat attack, the attacker is dealt 1 damage after the attack resolves.

Darkness Within Points: 15 None Choose a character. (Optional) Once per turn before this character makes an attack, deal 1 pushing damage to a single target friendly character adjacent to the character; this is not an attack: The character gets +1 to its damage value for that attack. The friendly target does not receive an action token for this pushing damage. Divebomb Points: 10 None -2 AV. Choose a character. When soaring, the character may make close combat attacks against grounded characters. Double-time Points: 5 None Prerequisite: Transporter or Foot speed mode. Choose a character. When the character is not adjacent to an opposing character and is given a move action, it may move up to double its unmodified speed value; it may not make attacks during this move action. At the end of the move, if the character is not a transporter, deal it 1 pushing damage that ignores Willpower and team abilities. Entangle Points: 8 None Prerequisite: Plasticity Choose a character. Opposing characters attempting to target the character with a close combat attack must roll one six-sided die before making the attack. On a result of 1 or 2, the opposing character may not attack the character. It is not given an action token, but it cannot be given another action or make another attack that turn. Extended Range Points: 10 None Prerequisite: Range greater than 0 and less than 9. Choose a character. Before making a ranged combat attack, the character’s range may be increased for the duration of the attack by a number of squares up to its unmodified damage value. For each square the range of an attack is increased, decrease the damage dealt by 1 (after all other modifiers and replacements) when resolving the attack. Fantastic Four (tm) Points: 0 Fantastic Four (tm) Prerequisite: Fantastic Four team ability. All friendly characters with the Fantastic Four team ability have the following team ability instead of the Fantastic Four team ability: Any member of this team may replace its defense value with the defense value of any other member.

Fastball Special Points: 12 None Prerequisites: Choosen characters must have the same team ability printed on their bases; see feat text. Choose two characters; if one of them is KOd before this feat is used, remove the feat from the game. Give both characters a power action when they are adjacent: The first character must have Super Strength and the second character must be grounded and have Toughness and may not have a damage value higher than 3. The first character makes a ranged combat attack agianst a single opposing character within 6 squares. Place the second character in any square adjacent to the target to which the first character has clear line of fire. If the attack succeeds, the second character deals the damage. Remove this Fastball Special from the game after the attack resolves. Modified Combat Values: Attack:+2 Damage (Standard and Giant figures only): +1 Flashbang Points: 5 None Prerequisite: Smoke Cloud Choose a character. (optional) When the characer is given a move action, move it up to half its speed value. It may use Smoke Cloud as a free action either before or after the move action. Force Field Points: 10 None Prerequisite: Barrier, Defend, Energy Shield/Deflection, or Telekinesis. Choose a character without a power that reduces damage. The character gains Toughness. Fortitude Points: 25 None Choose a character. The character ignores other character' Exploit Weakness and Outwit. Haymaker Points: 10 None Choose a character. Give this character a close combat action targeting a single opposing character. After resolving this action, this character takes 1 pushing damage that ignores willpower and team abilities. Modified Combat Values: Attack: -1 Damage (Standard and Giant figures only): +2 Heightened Reflexes Points: 10 None Prerequisite: Combat Reflexes or Energy Shield/Deflection Choose a character. When a character is hit by an attack using Charge, Hypersonic Speed, Running Shot or the transporter move and attack ability, roll one six-sided die before damage is dealt. On a result of 5 or 6, the character evades the attack. Homing Device Points: 8 None Choose a character. When this character hits an opposing character with a close combat attack, lines of fire drawn to that opposing character until the end of your turn are not affected by hindering terrain. Modified Combat Values: Damage: -1

In Contact with Oracle Points: 20 None Choose two or more characters; Oracle may not be chosen. Chosen characters are Agents. As long as it is not the target of Mind Control, when an Agent is given an action you may choose to give one of its combat values +1 until the beginning of your next turn. If Oracle is on your force, you may remove her from the battlefield at the beginning of the game and place her on this card. At the beginning of any of your turns, you may assign a power action to any Agent with zero or one action token and turn Oracle's dial to any click. The Agent given the action may use any power showing on Oracle's dial until any Agent with zero or one action token is given a power action to turn Oracle's dial. If your last Agent is KOd while Oracle is on this card, Oracle is also KOd.* Per character chosen. INDOMITABLE Points: 5 None Prerequisite: Battle Fury or Willpower Choose a character. When the character is the target of an Incapacitate or a Mind Control attack, it gets +2 to its defense value. Inspiring Command Points: 15 None Prerequisite: Leadership or Mastermind Choose a character. Characters with the same team symbol as the character and a lower point value than the character are not dealt pushing damage when a second token is placed upon them if they are adjacent to the character at the beginning or the end of an action. Knockdown Points: 5 None Choose a character. Once per turn, after the character resolves a successful close combat action using Incapacitate, if the target has only action token, as a free action the character can immediately make a second close combat attack against the target, which gets +2 to its defense value for the second attack. If the attack succeeds, deal no damage; instead, give the target a second action token. If the character loses Incapacitate before making the second attack, it may not make the second attack. Large Object Points: 60 None Prerequisite: Super Strength or Telekinesis When any character you control uses an object as a weapon, you may reduce the damage increase provided by the object, to a minimum of 1 damage. The character gets +1 to its attack value for that attack for each 1 damage reduced.* 3 per 100 points of the game's build total Lazarus Pit Points: 20 None Choose a character. When the character is KOd, remove it from the battlefield, place it on this card on its first KOd click, and then place a Special marker on the square where it was KOd. At the beginning of each player's turn, you may either heal the character of 1 damage or return it to the battlefield on the square with the Special marker. If you return the character to the battlefield, remove this Lazarus Pit from the game; roll one six-sided die at the beginning of each of your turns. On a result of 5 or 6, remove the Special marker from the battlefield. As long as the Special marker is on the battlefield, the character gains Battle Fury, Toughness and Willpower; it may not use any of its other powers or its team ability. When time expires, or if all other members of the character's force are KOd while the character is on this card, the character is KOd. The character awards victory points each time it is KOd.* 10 [points] if RA's al Ghul is the chosen character.

Life Model Decoy Points: 12 None Choose a character. This character may not be healed. Damage dealt to this character is reduced by 1 if it is not reduced by any other effect. Lucky Break Points: 5 None Prerequisite: Boot or Dolphin movement Choose a character. When you make an attack roll for the character if the result on either of the two dice is a 1, you may reroll one die before determining the attack roll result. You may reroll only once per attack roll. If you use this feat, remove this card from the game after the attack resolves. Movethrough Points: 8 None Prerequisite: Charge Choose a character. The character ignores other characters for movement purposes, but it must still break away as normal. Nanobots Points: 10 None Prerequisite: Damage value of 2 or less. Choose a character. When this character is the only character adjacent to an object not being carried by a character, give the character a free action and remove the object from the game. Heal the character of 2 damage. Nova Blast Points: 10 None Prerequisite: Pulse Wave Choose a character. When the character uses Pulse Wave, it's damage does not become 1 for the attack. Use the Character's unmodified damage value for the attack, regardless of how many clear lines of fire can be drawn. After resolving this action, the character takes 2 pushing damage that ignores Willpower and team abilities; remove Nova Blast from the game. Passenger Points: 5 None Prerequisites: Leap|Climb or Phasing|Teleport. Choose a character. When this character uses Leap|Climb or Phasing|Teleport, it may carry a single character. After this character resolves an action using Passenger, it takes 1 pushing damage that ignores Willpower and team abilities. Pounce Points: 15 None Prerequisites: Leap|Climb; damage value 1 or 2. Choose a character. Give this character a power action; it moves up to its speed value and makes a close combat attack as a free action. After resolving this action, this character takes 1 pushing damage that ignores Willpower and team abilities. Modified Combat Values: Attack: +1 Damage (Standard figures only): +1

Protected Points: 8 None Choose a character. (Optional) If this character does not already have two tokens on it, damage dealt to this character as a result of a single action is ignored. Place a token on this character. If the character already has one token, placing a second token deals pushing damage normally. After the action is resolved, remove this feat from the game. PUMMEL Points: 10 None Prerequisite: Combat Reflexes or Close Combat Expert or Super Senses Choose a character. Once per turn, when the character has zero action tokens and is given a close combat action, you can ignore the result of one attack roll made for the character and reroll the dice to obtain a new result. Repulsor Shield Points: 25 None Choose a character. The character ignores other characters’ Force Blast, Psychic Blast and Ranged Combat Expert Rip It Up Points: 20 None Prerequisite: Super Strength. Before a target character begins a move as part of a move, power, or free action, give it a light object token from outside of the game. Running Start Points: 5 None Prerequisite: Plasticity or Stealth Choose a character. Do not halve the character's movement when it begins a move action in hindering terrain. Saboteur Points: 20 None Prerequisite: Any non-wild card team ability Choose a character. Opposing figures with wild card team abilities may only copy the team ability of this character when copying team abilities. If this feat is assigned to two or more members of your force, this feat is cancelled. Shake Off Points: 10 None Prerequisite: Transporter or giant character. Choose a character. When the character successfully breaks away, it deals 1 damage to all adjacent opposing characters. Shellhead Points: 10 None Prerequisite: Impervious, Invulnerability or Toughness Choose a character. The ability modifiers for Shellhead apply only when the character has two action tokens placed upon it. Modified Combat Values: Defense: +2

Sidekick Points: 10 None Choose two characters: The first character must have a point value at least twice that of the second character. The two characters must be adjacent in order to use this feat, and the first character may not carry the second character. (Optional) The second character uses the first character's defense value instead of its own when it is attacked by an opposing character. Siphon Power Points: 20 None Prerequiste: Wild card team ability Choose a character. This character has the following team ability instead of any team ability for team symbols printed on its base: Once at the beginning of each player’s turn, this character may choose and use on that turn any team ability that any figure on the battle map possesses. This team ability follows all other rules for the wild card team ability. Slippery Points: 15 None Prerequisite: Combat Reflexes or Defend or defense value greater than 17. Choose a character. The character ignores other characters&apos; Plasticity, and it fails to break away only on a result of 1. Stunning Blow Points: 10 None Prerequisite: Incapacitate. Choose a character. When the character makes a successful attack with Incapacitate, in addition to the effects of Incapacitate, the character may deal damage equal to its unmodified damage value. Divide the attacker's damage value any way you choose among the successfully hit targets. Submerged Points: 5 None Prerequisite: Aquatic Choose a character. (Optional) When the character occupies water terrain, lines of fire drawn to it are blocked. Swingline Points: 10 None +1 Speed. Choose a character. The character ignores hindering terrain for movement purposes. If the character succeeds at a ranged combat attack against a target opposing character with the wing symbol speed symbol, the target gains Earthbound until the beginning of its controller’s next turn. Taunt Points: 15 Range: 1 @ 6" None Prerequisite: Range value greater than 0. Choose a character. Give this character a power action; it makes a ranged combat attack targeting a single opposing character to which it has clear line of fire within 6 squares. If the attack succeeds, it deals no damage. The target must either attempt to move adjacent to or attack this character next turn. Modified Combat Values: Attack: +1

The Society (tm) Points: 0 Injustice League (tm) Prerequisite: Injustice League Team Ability All friendly characters with the Injustice League team symbol have the following team ability instead of the Injustice League team ability: When a character attempts to Outwit a power possessed by a member of this team, roll one six-sided die. On a result of 1-3, Outwit cannot be used by that character on this team member that turn. Thunderbolts (tm) Points: 10 Avengers (tm) Prerequisite: Avengers team ability. All friendly characters with the Avengers team ability have the following team ability instead of the Avengers team ability: After placing your force in your starting area, choose any one team ability other than a wild card team ability or a team ability that can't be copied by wild card team abilities. Members of this team gain the chosen team ability instead of the Avengers team ability, but their affiliation does not change. Trick Shot Points: 20 None Prerequisite: Plasticity or Ranged Combat Expert Choose a character. When making an attack from a square that is not adjacent to an opposing character, the character ignores Stealth and team abilities that duplicate the effects of Stealth, and it ignores characters and hindering terrain for line of fire purposes. Unstoppable Points: 5 None Prerequisite: Super Strength. Choose a character. The character treats hindering terrain features as clear terrain for movement purposes. Once when given a move action, if the character is adjacent to a blocking terrain feature, it may make a close combat attack as a free action targeting that feature. The character may move both before and after making this attack. Vault Points: 3 None Prerequisite: Combat Reflexes or Leap/Climb Choose a character. After a character resolves a close combat action, it may be placed in any square in which it may legally be placed adjacent to a target of the action at the same elvation as the target. Vendetta Points: 6 None Prerequisite: Character must have an archenemy Choose a character. Before the beginning of the first turn, if the character's archenemy is not an opposing figure, choose a target opposing figure with point value greater than the character's point value. The target is the character's archenemy and the character is the target's archenemy. The character gets +1 to it's attack value when making a close or ranged combat attack against the target.

SPECIAL OBJECTS Aerial Baffler Border: Yellow Any character with the Wing or Wing (Transporter) speed mode that is 3 or fewer squares from this object gains Earthbound. Any character it carries takes no damage and is placed in the nearest square it can occupy. Fuel Tank Border: Red A character may throw this object up to 6 squares. If this object is used as part of a successful attack, also deal 1 damage to all figures adjacent to the target. Kinetic Absorber Border: Yellow All clear and water terrain 2 or fewer squares from this object is hindering terrain for movement purposes. Laser Turret Border: Red (Optional) Once per turn when a character friendly to you occupies this object's square, give this object a free action to make a ranged combat attack (Attack 8, Damage 2, Range 4, Targets 1) against any opposing figure. Separation Field Generator Border: Blue A character carrying an object or a character immediately drops it into an adjacent square when 3 or fewer squares from this object. The carrying character may continue its move. Statue Border: Yellow Continual. This object deals 3 damage when thrown as part of an attack targeting terrain or a wall. Stepladder Border: Yellow When this object occupies a square of grounded terrain adjacent to a square of elevated terrain, the squares are connected by a ladder. This object is not hindering terrain for movement purposes. Teleport Pad Border: Blue (Optional) If a character friendly to you is adjacent to this object, give the character a power action and move it up to 6 squares, ignoring characters and terrain features for movement purposes.

The Galactus ScenarioGalactus, Eater of Worlds, is a survivor of the previous universe. It consumes entire planets to sate its unfathomable hunger. Heroes must fi ght—or watch their world die.

In this scenario, Galactus is a cosmically powerful character not meant to be part of any player’s force; rather, Galactus is a menace that must be turned away using these scenario rules. If players do not defeat Galactus before 20 turns have passed, Galactus destroys the world.

Galactus is subject to all HeroClix™ rules, except as noted in these scenario rules.

The DialsGalactus has four dials: three combat dials (the “Starving” dial has 20 clicks and the “Hungry” and “Mighty” dials each have 12 clicks) and one “timer” dial. You do not have to use all Galactus’s combat dials in this scenario. The number of combat dials players choose to use determines Galactus’s point value and type in the scenario. If you are not using a combat dial in a game, click that dial until only KOs appear. If you are using a combat dial in the game, click that dial until the vertical green starting line appears.

Starving Galactus (600 Points)The 600-point Galactus uses only the Starving combat dial. Starving Galactus is suited for one player with a build total of 600 points, two players with a build total of 300 points, or three players with a build total of 200 points.

Hungry Galactus (1,200 Points)The 1,200-point Galactus uses the Starving and Hungry combat dials. Hungry Galactus is suited for two players with a build total of 600 points, three players with a build total of 400 points, or four players with a build total of 300 points.

Mighty Galactus (1,800 Points)The 1,800-point Galactus uses all three combat dials. Mighty Galactus is suited for two players with a build total of 900 points or three players with a build total of 600 points.

All of these build totals are only suggestions. Feel free to split up the build total any way you like, as long as each player’s build total is a multiple of 100.

Galactus uses only one combat dial at a time. When playing Mighty Galactus, begin the game using the Mighty combat dial. When playing Hungry Galactus, begin the game using the Hungry combat dial. As a dial is KOd, go to the next lowest dial (from Mighty to Hungry and from Hungry to Starving).

Damage does not carry over from one combat dial to another. In a battle

TM

Galactus RulesThe rules in this document describe how to play the Galactus™ character two different ways: as part of a special scenario and as part of a force.

Point Value Type Number of Dials600 Starving One (Starving only)1,200 Hungry Two (Starving and Hungry only)1,800 Mighty Three (Starving, Hungry, and Mighty)

against Hungry Galactus, for example, if there is 1 click left on the Hungry combat dial, and Galactus takes 2 damage, the “extra” 1 damage is not applied to the Starving combat dial.

The Timer DialThe timer dial shows numbers 20 through 1, and it is used to “count down” during the scenario. The timer dial is not a combat dial. After each player’s turn, turn the timer dial counterclockwise once. When the timer dial is clicked past the position numbered “1”—and the green section becomes visible—the game is over: Galactus has eaten the world and everyone else loses.

When one of Galactus’s combat dials is KOd, the player whose characters KOd it rolls one six-sided die and subtracts 2 from the result (any result less than 1 is 1 instead); turn the timer dial clockwise a number of times equal to the result. On a turn during which the timer dial is turned clockwise, it is not turned once counterclockwise for that player’s turn. Do not click the timer dial clockwise beyond the colored position at which the game began.

The timer dial has three challenge levels, and each challenge level is marked by a colored position: yellow, blue, or red. When you play this scenario for the fi rst time, begin the game on the yellow position, which gives you 20 rounds to win. Beginning the game on the blue position gives you 15 rounds to win, and the red position gives you 10 rounds to win. You can combine challenge levels with different Galactus point values to create a variety of game options.

Placing CharactersGalactus occupies 18 squares (a 3-square by 6-square area). Place Galactus in the center of the battlefi eld. If there is not an exact center of the battlefi eld, resolve any dispute using point 3 of “HeroClix Etiquette” in the rulebook. Galactus ignores terrain for placement purposes. Place other characters as normal.

ActionsGalactus is never given action tokens. All of Galactus’s actions are free actions.

MovementGalactus does not move unless it is defeated, and then it leaves the battlefi eld.

CombatGalactus attacks only when it takes damage. After the resolution of an action from which Galactus takes damage, Galactus takes an action. This action must target the character that damaged Galactus in the previous action. The action can be a close combat, ranged combat, or power action.

Whenever Galactus takes an action, the player to the left of the player whose character damaged Galactus rolls the dice and determines the effects, if any.

Galactus always uses any powers showing on its current combat dial against the target, if possible.

A close combat attack from Galactus targets each adjacent character. Make a single attack roll and compare the result to each adjacent character’s defense value. You can divide Galactus’s damage value any way you choose among the

Galactus_Rulesheet2 12/23/03, 9:39 AM1

successfully hit targets, but at least half of Galactus’s damage value (rounded up) must be dealt to the character that damaged it.

Galactus can target multiple characters with a single ranged combat action; if it does, at least half of its damage value (rounded up) must be dealt to the character that damaged it.

Galactus can attack and be attacked by grounded, hovering, and soaring characters.

Galactus is not affected by knockback.Galactus cannot capture or be captured. Characters and terrain do not block, or impose the hindering terrain modifi er

on, lines of fi re drawn to or from Galactus.

Powers and AbilitiesGalactus ignores the Force Blast, Incapacitate, Mind Control, Plasticity, Poison, Shape Change, Stealth, and Support powers, as well as team abilities that duplicate these powers.

Galactus cannot be moved by Telekinesis, but it can be the target of a Telekinesis attack.

When Galactus uses Energy Explosion or Pulse Wave, its damage value becomes equal to the number of combat dials it started with at the beginning of the game (Starving: 1, Hungry: 2, Mighty: 3).

When Galactus is the target of Outwit or Perplex, roll one six-sided die. On a result of 5 or 6, Galactus ignores that use of Outwit or Perplex.

Winning the GameGalactus cannot be KOd: It is a force of the universe. When its Starving combat dial is KOd, Galactus immediately leaves the battlefi eld to fi nd easier meals elsewhere in the universe. It will not otherwise leave.

The player whose turn it is when Galactus is KOd wins the game.Players can attack other players’ characters. The game ends, however, when

Galactus either leaves the battlefi eld or destroys the earth.

Using Galactus as Part of a ForceGalactus is a formidable foe on its own, able to take on teams of heroes. The following rules allow you to play Galactus as part of a force.

The DialsGalactus has four dials: three combat dials (the “Starving” dial has 20 clicks and the “Hungry” and “Mighty” dials each have 12 clicks) and one “timer” dial. Ignore the timer dial when using Galactus as part of a force. You do not have to use all Galactus’s combat dials in a game. The number of combat dials players choose to use determines Galactus’s point value and type in the game. If you are not using a combat dial in a game, click that dial until only KOs appear in the stat slot. If you are using a combat dial in the game, click that dial to its starting position (until the vertical green starting line appears in the stat slot).

Placing CharactersGalactus occupies 18 squares (a 3-square by 6-square area). Galactus’s player’s starting area extends 3 squares away from his or her edge of the map and at least 4 squares away from any other edge. Galactus must begin the game with its base completely in its player’s starting area.

ActionsGalactus can be given one action during its player’s turn.

Galactus can be pushed even when it has two action tokens; it does not take pushing damage. If you assign an action to Galactus when it already has two action tokens, do not mark it with another action token.

Point Value Type Number of Dials

600 Starving One (Starving only)1,200 Hungry Two (Starving and Hungry only)1,800 Mighty Three (Starving, Hungry, and Mighty)

MovementGalactus moves per the standard fl ying rules. It cannot move through indoor blocking terrain. Galactus ignores the effects of blocking terrain, elevated terrain, and hindering terrain for movement purposes.

Galactus’s controller chooses any square adjacent to Galactus to begin counting for movement purposes. Galactus must end its movement so that its base rests on one of the squares within its movement range. If Galactus moves through or stops on an object token, the object is destroyed. Replace it with a broken wall terrain marker, which is hindering terrain.

Galactus always succeeds at break away rolls, and opposing characters always succeed at breaking away from Galactus.

Galactus cannot be carried.

CombatGalactus has 22 adjacent squares. It can attack and be attacked through any of them. Galactus can make a ranged combat attack against any character in its range, even if that character is in an adjacent square.

Characters do not block line of fi re to or from Galactus. Galactus blocks line of fi re to other characters.

Galactus can attack and be attacked by characters that are grounded, on elevated terrain, or soaring. Galactus does not halve its range value when targeting soaring characters with ranged combat attacks.

Galactus is not affected by knockback.Galactus cannot capture or be captured.

Cosmic MultiattackGive Galactus a power action; it can take three free actions. These free actions can be close or ranged combat, move, or power actions. This power can be used only once during each of your turns, and it cannot be countered or lost.

Powers and AbilitiesGalactus ignores the Force Blast, Incapacitate, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Steal Energy, and Support powers, as well as team abilities that duplicate these powers.

Galactus cannot be moved by Telekinesis, but it can be the target of a Telekinesis attack.

When Galactus uses Energy Explosion or Pulse Wave, its damage value becomes equal to the number of combat dials it started with at the beginning of the game (Starving: 1, Hungry: 2, Mighty: 3).

Damage Powers[Lime Green] EXPLOIT WEAKNESS (optional): Give this character a close combat action. Damage from this attack cannot be reduced by any power that reduces damage dealt.

The Power Cosmic Team AbilityMembers of this team do not take pushing damage and their powers cannot be countered. This team ability cannot be copied by wild card team abilities.

©2004 WizKids, LLC. All rights reserved. HeroClix and WizKids are trademarks of WizKids, LLC.Marvel and all related characters and the distinctive likenesses thereof are trademarks of Marvel Characters, Inc., and are used with permission. ©2004 Marvel Characters, Inc. www.marvel.com

Galactus_Rulesheet2 12/23/03, 9:39 AM2

The rules in this document describe how to play The SpectreTM character in HeroClix®.

THE SPECTRE SCENARIO: DAY OF VENGEANCEWith its spiritual host either absent or unable to prevent it from unleashing its rage, the time has come for all to feel the wrath of The Spectre, the Spirit of Vengeance! In this scenario, The Spectre is a cosmically powerful character not meant to be part of any player’s force; rather, The Spectre is a menace that must be defeated using these scenario rules. If the players cannot defeat The Spectre before they are defeated, the world will fall before its wrath. The rules in this section apply to playing The Spectre in the Spirit of Vengeance scenario only.

The DialsThe Spectre has four dials: three combat dials and one Angry Spirit dial.

Combat DialsYou are not required to use all The Spectre’s combat dials in this scenario. The number of combat dials players choose to use determines The Spectre’s point value, the host that will control it in the scenario, and the number of spirits that accompany it. If you are not using a particular combat dial in a game, click that dial until only KO symbols appear. If you are using a particular combat dial in the game, click that dial until the vertical green line indicating that dial’s starting position appears. Each dial is labeled with one of the host names, indicated in Table 1, below.

Table 1: The Spectre—Power Levels in the ScenarioPoint Value Host Number of Dials Maximum Number of Angry Spirits600 Hal JordanTM One 41,200 Jim CorriganTM Two 61,800 Spirit of Vengeance Three 8

Hal Jordan (600 points)When Hal Jordan wore the mantle of The Spectre, he was less experienced in using its abilities and more hesitant to wield its full power. The Hal Jordan version of The Spectre uses only the Hal Jordan dial. It is best suited to be used against one player with a build total of 600 points, two players with build totals of 300 points each, or three players with build totals of 200 points each.

Jim Corrigan (1,200 points)Murdered detective Jim Corrigan was a long-time spiritual host for The Spectre. Accordingly, he was more adept at using its powers and abilities. This version of The Spectre uses both the Hal Jordan and Jim Corrigan combat dials. The Jim Corrigan version of The Spectre is suited to be used against one player with a build total of 1,200 points, two players with build totals of 600 points each, three players with build totals of 400 points each, or four players with build totals of 300 points each.

Spirit of Vengeance (1,800 points)When unfettered by any human host, The Spectre unleashes the full power of the Spirit of Vengeance. The Spirit of Vengeance uses all three combat dials. It is suited to be used against one player with a build total of 1,800 points, two players with build totals of 900 points each, three players with build totals of 600 points each, or six players with build totals of 300 points each.

All build totals are suggestions. The build total may be split up among players in any way, provided that each player’s build total is a multiple of 100. During play, The Spectre uses only one combat dial at a time. Begin the scenario with the dial that shares the name with the power level at which The Spectre is being played. When a dial is KOd, go to the starting position of the combat dial for the next lower power level (from the Spirit of Vengeance to Jim Corrigan to Hal Jordan).

Rules

(over)

Damage does not carry over from one combat dial to another. For example, in a battle against the Spirit of Vengeance, if The Spectre takes 3 damage from an attack—but it has only one click until all KOs appear—the “extra” 2 damage is not applied to The Spectre’s Jim Corrigan dial.

Angry SpiritsThe Spectre can call upon otherworldly power and bring forth spirits to attack those against whom it is dealing judgment. These spirits are represented in this scenario by special bystander tokens labeled “Angry Spirit.” These special tokens have no combat values printed on them. Instead, their combat values are printed on The Spectre’s fourth dial—the Angry Spirit dial. To determine the Angry Spirits’ initial combat values, turn the Angry Spirit dial so that the green starting line appears. Then roll two six-sided dice and turn the dial clockwise a number of clicks equal to the result. Placing Angry Spirit tokens. Each time The Spectre is attacked, place an Angry Spirit token adjacent to the character that attacked it after the attack resolves. If the token cannot be placed adjacent to the attacking character, place it adjacent to The Spectre instead. In addition, after all players have completed their actions for a turn, place one Angry Spirit token adjacent to The Spectre as a free action. No Angry Spirit tokens may be placed if the number of Angry Spirit tokens in play equals the maximum number of tokens allowed by The Spectre’s power level (see Table 1). Playing Angry Spirit tokens. Each time The Spectre takes damage, roll one six-sided die. On a result of 1 or 2, each Angry Spirit on the battlefield acts as a free action (including any Angry Spirits placed on the battlefield as a result of the attack that caused The Spectre to take damage). In addition, after all players have completed their actions for a turn, each Angry Spirit on the battlefield acts as a free action (including any Angry Spirits placed on the battlefield after all players completed their actions for the turn). One player chooses and resolves the actions that all Angry Spirits take during a turn, beginning with the last player to take an action during the scenario’s first turn, and then moving clockwise around the table to other players in subsequent turns. Angry Spirits are not given action tokens when they take an action. Angry Spirits always use any powers showing on the Angry Spirit dial to their greatest advantage, and they will use powers in an attempt to damage a target before using them in another way. Angry Spirits may not attack or use their powers or abilities against The Spectre or other Angry Spirits. The player in control of the Angry Spirits during a turn must attack the enemies of The Spectre whenever possible. If an Angry Spirit cannot attack an opposing character, it will move as close as possible to an opposing character, using all of its available powers and abilities to do so. If an Angry Spirit is dealt damage, remove it from the battlefield. When an Angry Spirit is dealt damage, turn the Angry Spirit dial a number of clicks equal to the total damage dealt. Note that the Angry Spirit dial has no end; it can be turned beyond its starting position. When The Spectre leaves the battlefield, all Angry Spirits in play are removed from the game. Additional Angry Spirit rules. Angry Spirits do not take pushing damage. When a power possessed by an Angry Spirit is countered, it is countered for that Angry Spirit only. Angry Spirits may not be targeted by Incapacitate, Mind Control, Support, or any effect that duplicates the effects of those powers.

Playing The SpectrePlacementThe Spectre occupies 18 squares (a 6-square by 3-square area). Place The Spectre in the center of the battlefield.

ActionsThe Spectre is not given action tokens when it takes an action.

MovementThe Spectre does not move unless it is defeated, and then it leaves the battlefield.

Team AbilityIn this scenario, The Spectre possesses the Quintessence team ability at all power levels.

QUINTESSENCE Members of this team do not take pushing damage and their powers cannot be countered. This team ability cannot be copied by wild card team abilities.

CombatThe Spectre attacks only when it takes damage. After the action that dealt The Spectre damage resolves, The Spectre immediately takes an action, either a close combat, ranged combat, or power action. This action must target the character that damaged The Spectre in the previous action, but may target additional characters. The Spectre may take any free actions available to it when it takes an action. Whenever The Spectre takes an action, the player to the left of the player whose character damaged The Spectre rolls the dice and resolves the action to determine its effects, if any. In all other cases, the determination and resolution of The Spectre’s powers and actions is made by the first player to take an action during the scenario’s first turn, and then moves clockwise around the table to other players in subsequent turns. The Spectre always uses any powers showing on its current combat dial to their greatest advantage, and it will always first use its powers and abilities in an attempt to damage an opposing character.

If all players take a turn without attacking The Spectre, The Spectre is immediately given a free action to attack the nearest opposing character. Close combat attacks. A close combat attack made by The Spectre targets each character adjacent to it. Make a single attack roll and compare the result to each adjacent character’s defense value. Damage dealt by The Spectre in the attack can be divided in any way among the targets successfully hit by the attack, but at least half The Spectre’s damage value (rounded up) must be dealt to the character that damaged it, if it is successfully hit. Ranged combat attacks. The Spectre’s range value and number of lightning bolts are determined by the combat dial currently being used. When The Spectre can target multiple characters with a ranged combat attack and successfully hits multiple targets, damage dealt by The Spectre can be divided in any way among the targets successfully hit by the attack, but at least half The Spectre’s damage value (rounded up) must be dealt to the character that damaged it, if it is successfully hit. The Spectre can attack and be attacked by grounded, hovering, and soaring characters. If a character is adjacent to The Spectre, The Spectre is adjacent to the character. The Spectre and soaring characters do not halve their range values when making ranged combat attacks against each other. The Spectre is not affected by knockback. The Spectre cannot capture or be captured. Characters and terrain do not block or impose the hindering terrain modifier on lines of fire drawn to or from The Spectre. The Spectre may make a ranged combat attack against characters with which it is not adjacent even when The Spectre is adjacent to another character.

Powers and AbilitiesThe Spectre ignores Phasing/Teleport on its combat dials. The Spectre ignores the Earthbound, Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Stealth, and Support powers of opposing characters, as well as team abilities and effects that duplicate the effects of those powers. The Spectre cannot be moved by Telekinesis, but it can be the target of a Telekinesis attack. When The Spectre is the target of Perplex, roll one six-sided die. On a result of 5 or 6, The Spectre ignores that use of Perplex. The Spectre ignores the Mystics team ability and all team abilities with similar effects. When The Spectre uses Mind Control, it takes no damage due to the combined point values of successfully hit targets. When The Spectre uses Energy Explosion or Pulse Wave, its damage value becomes equal to the number of combat dials it started with at the beginning of the game (Spirit of Vengeance: 3, Jim Corrigan: 2, Hal Jordan: 1).

Winning the ScenarioPlayers can attack other players’ characters in addition to The Spectre and the Angry Spirits. The Spectre cannot be knocked out. When The Spectre’s Hal Jordan dial displays the KO symbol, its power is spent and it (and any Angry Spirits) leaves the battlefield to regroup and return another day. It will not otherwise leave. The player whose turn it is when The Spectre leaves the battlefield wins the scenario, and the game ends.

THE SPECTRE AS PART OF A FORCEThere have been times when The Spectre has been an ally of mortals. The following rules allow you to play The Spectre as part of a force. The rules in this section apply to playing The Spectre as part of a force only.

The DialsYou do not have to use all The Spectre’s combat dials. The number of combat dials the player of The Spectre chooses to use determines its point value and host in a game (see Table 2, below.) If a combat dial is not being used in a battle, click that dial until only KO symbols appear. If you are using a combat dial in the game, click that dial until the vertical green line indicating that dial’s starting position appears. You may not use The Spectre’s Angry Spirit dial.

Table 2: The Spectre—Power Levels as Part of a ForcePoint Value Host Number of Dials Team Ability600 Hal Jordan One 1,200 Jim Corrigan Two 1,800 Spirit of Vengeance Three

FeatsFeats cannot be assigned to The Spectre.

Placing The Spectre

www.dccomics.com

©2006 WizKids, Inc. All rights reserved. HeroClix and WizKids are trademarks of WizKids, Inc. The DC logo and all DC characters, names, logos, and distinctive likenesses are trademarks of DC Comics. All artwork and text featuring DC Comics’ characters and related elements ©2006 DC Comics. All rights reserved. www.dccomics.com

The Spectre occupies 18 squares (a 6-square by 3-square area). If the player’s starting area is not large enough to contain The Spectre, The Spectre must be placed into the starting area before all other characters, and it must occupy as many squares in the starting area as possible.

ActionsThe Spectre can be given only one action during its player’s turn. The Spectre can be pushed even when it has two action tokens; it does not take pushing damage. If you assign an action to The Spectre when it already has two action tokens, do not mark it with another action token.

MovementThe Spectre moves using the standard flying rules. It cannot move through walls or blocking terrain, unless a power allows it to do so. It ignores the elevation change modifier, and it ends all move actions in the hovering flight mode. The Spectre ignores the effects of elevated terrain and hindering terrain for movement purposes, and when it ends a move, all parts of its base are considered to be in clear, grounded terrain. The Spectre’s controller chooses any square adjacent to The Spectre to begin counting for movement purposes. The Spectre must end its movement so that all squares it occupies are squares to which it could have legally moved in the movement. If The Spectre moves through or stops on an object (including object tokens, 3-D objects, and special objects), the object is destroyed. Replace it with a broken wall terrain marker. The Spectre automatically breaks away from other characters, and other characters automatically break away from The Spectre. No break away involving The Spectre may deal damage. The Spectre may not be carried.

CombatThe Spectre has 22 adjacent squares. It can attack and be attacked through any of them. The Spectre can make a ranged combat attack against any character in its range, even if that character is in an adjacent square. If a character is adjacent to The Spectre, The Spectre is adjacent to that character. Characters do not block lines of fire drawn to or from The Spectre. The Spectre blocks line of fire drawn to other characters. The Spectre may make a ranged combat attack against characters with which it is not adjacent even when The Spectre is adjacent to another character. The Spectre can attack and be attacked by characters that are grounded, on elevated terrain, or soaring as if they were on the same level. The Spectre and soaring characters do not halve their range values when making ranged combat attacks against each other. The Spectre is not affected by knockback. The Spectre cannot capture or be captured.

Team AbilityThe Spectre possesses a team ability and team symbol based on its power level at the beginning of the game, as shown on Table 2. Whenever The Spectre would possess the Justice Society™ team ability, it possesses the following alternative version of that ability instead:

JUSTICE SOCIETY Before any attack roll, any friendly Justice Society team member adjacent to The Spectre may replace its defense value with The Spectre’s defense value minus 2 (this subtraction is not a modifier) for the duration of the attack. The Spectre may replace its defense value with the unmodified defense value (including a replacement defense value) of any adjacent friendly Justice Society team member for the duration of the attack. This team ability may not be copied by wild card team abilities.

Powers and AbilitiesThe Spectre has the Multiattack power.

MULTIATTACK (optional) Give this character a power action. It may use two free actions against up to two targets. These free actions may consist of power actions, close combat actions, and ranged combat actions, though free actions gained from this power cannot be used to active this power. Make an attack roll for each attack, if any. Any damage dealt by one of these attacks is reduced by 1, minimum 1 damage. Multiattack cannot be countered or lost.

When played as part of a force, The Spectre ignores the Earthbound, Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, and Support powers of all other characters, as well as team abilities and effects that duplicate the effects of those powers. The Spectre ignores the Mystics team ability and all team abilities with similar effects. The Spectre cannot be moved by Telekinesis, but it can be the target of a Telekinesis attack. When The Spectre uses Energy Explosion or Pulse Wave, its damage value becomes equal to the number of combat dials it started with at the beginning of the game (Spirit of Vengeance: 3, Jim Corrigan: 2, Hal Jordan: 1). The Spectre’s combat values may not be increased by Perplex.

Last Modified: 11/5/2004

©2004 WizKids, Inc. All rights reserved. MechWarrior, BattleTech, BattleMech, ’Mech, MW, Shadowrun, Mage Knight, MK, HeroClix, Creepy Freaks, Freak Outs, SportsClix, and WizKids are trademarks of WizKids, Inc

Big Figure Sentinel Updated: 11/5/04

Updates in red Point Value The Sentinel has three different point values and corresponding starting positions depending on its strength. Before the game begins, decide on a point value for the Sentinel and rotate its combat dial the indicated number of clicks from the starting position. Type Point Value Clicks per Dial Veteran 300 0 Experienced 200 3 Rookie 100 6 General Rules The big figure Sentinel (and other HeroClix figures that are mounted on three-inch bases) is called a big figure. The following rules apply to the big figure Sentinel:

1. Is not affected by Force Blast, Incapacitate, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Steal Energy, Support, Exploit Weakness, and any team ability that reproduces those powers.

2. Cannot be moved by Telekinesis, although it can be the target of a Telekinesis attack. 3. Is not affected by knockback. 4. Does not need to roll for break away, although characters adjacent to a big figure roll for break

away per the standard rules. 5. Is the archenemy of any figure that is a member of the Morlocks, X-Men, and Brotherhood of

Mutants teams, and members of the Morlocks, X-Men, and Brotherhood of Mutants teams are archenemies of any big figure Sentinel.

6. May be attacked by grounded, elevated, or soaring characters using Close or Ranged Combat attacks, and is adjacent to characters in adjacent squares regardless of elevation.

7. Cannot be carried. 8. Cannot be captured.

Actions and Pushing A big figure Sentinel may only be given one action per turn. For example, a 200-point big figure Sentinel in a 200-point game could only receive one action per turn. The big figure Sentinel may be pushed, but a player can continue to push a big figure Sentinel for multiple turns in a row, although the big figure Sentinel will continue to receive damage from pushing. If a player does not give a big figure Sentinel an action for that turn, that player removes all action tokens from the big figure Sentinel. Moving A big figure Sentinel occupies 4 squares on the battle map (in a 2-square by 2-square formation). The big figure Sentinel moves per the standard flying rules, and cannot move through indoor blocking terrain. The big figure Sentinel ignores the effects of hindering terrain, elevated terrain, and outdoor blocking terrain on movement, although it must end its turn with its entire base either on or off of elevated terrain and blocking terrain. The player chooses any square adjacent to the big figure Sentinel to begin counting movement. A big figure Sentinel must end its movement so that its base rests on one of the squares within its movement range. If a big figure Sentinel moves over or stops on an object token, the object is destroyed and replaced by a rubble token. A big figure Sentinel must begin the game with their base completely in the starting area.

Last Modified: 11/5/2004

©2004 WizKids, Inc. All rights reserved. MechWarrior, BattleTech, BattleMech, ’Mech, MW, Shadowrun, Mage Knight, MK, HeroClix, Creepy Freaks, Freak Outs, SportsClix, and WizKids are trademarks of WizKids, Inc

Attacking A big figure Sentinel has a maximum of 12 adjacent squares. It can attack and be attacked through any of them. A big figure Sentinel can make a ranged combat attack against any character in range, even if enemy characters are in an adjacent square. A big figure Sentinel may make ranged attacks against figures in adjacent squares. The big figure Sentinel’s large size means that characters do not block line of fire to or from a big figure Sentinel. Big figures on the same elevation block line of fire to other big figures. Blocking terrain blocks line of fire to a big figure Sentinel as normal. A big figure Sentinel and characters on elevated terrain may make ranged combat attacks against each other as if they were on the same terrain level. Soaring characters and a big figure Sentinel may attack each other, and when targeting each other both use their full range. Multi-Attack A big figure Sentinel has the following multi-attack power: Multi-Attack (optional): Give the big figure Sentinel a power action. This character may take 2 free actions against two different targets, or two free actions against a single target. These free actions may be power actions, ranged combat actions, or close combat actions. Separate attack rolls are made for each attack. If either or both attacks are successful, the damage dealt for each is reduced by one, to a minimum of one. The damage dealt can be further reduced by defensive powers and abilities. If this character controls a captured character, it cannot use this multi-attack option. Multi-attacks cannot be used to capture. The multi-attack power cannot be countered or lost. Free actions used when using the Multi-Attack power cannot be used to activate another Multi-Attack. Capturing The big figure Sentinel’s most important power is the ability to capture opposing characters. To capture, a big figure Sentinel uses a power action and makes a close combat attack. Characters with Plasticity or Phasing add 2 to their defense value if they are the target of a capture attack. If successful, the attack deals no damage. Remove any action tokens from that character and place the character on the big figure Sentinel’s base. That character is no longer considered to be on the battle map and is out of the game unless rescued. Captured characters do not receive damage and cannot be given actions. If a big figure Sentinel controls a captured character, it cannot use its multi-attack option, although it can still use its regular attack options and powers. A big figure Sentinel can control up to two captured characters at once. If a big figure Sentinel controls two captured characters, it cannot make close combat attacks, but may still make ranged combat attacks. A big figure Sentinel cannot control more than two captured characters. A big figure Sentinel cannot release a captive anywhere other than the starting area. A big figure Sentinel’s player may gain additional victory points for the big figure Sentinel carrying a captive to the big figure Sentinel’s starting area. Once a big figure Sentinel’s entire base is inside its starting area, it may make a power action to release one captive character. Once released, captured characters are considered automatically KOd. Opposing characters KOd in this way are worth two times their value in victory points; captured archenemies of the big figure Sentinel are worth three times their value in victory points when released. If the game ends while the big figure Sentinel is carrying a figure, neither player gets victory points for that figure. If the big figure Sentinel captures the last opposing character, the game ends after that action. Rescuing Captured Characters If a character is captured, other members of that character’s force may attempt to rescue that character. To make a rescue attempt, give a character a power action and make a close or ranged combat attack against the big figure Sentinel. If successful, the attack deals no damage, but the captive character is released in any

Last Modified: 11/5/2004

©2004 WizKids, Inc. All rights reserved. MechWarrior, BattleTech, BattleMech, ’Mech, MW, Shadowrun, Mage Knight, MK, HeroClix, Creepy Freaks, Freak Outs, SportsClix, and WizKids are trademarks of WizKids, Inc

square adjacent to the big figure Sentinel with one action token on it. This action token is added regardless of the number of action tokens on the character when captured. A rescued character may make an action in the same turn in which it was rescued, but must be pushed in order to do so. The player that rescued the captive decides in which square the rescued character “lands.” If a big figure Sentinel holding a captured figure is KOd, the player KOing the big figure Sentinel (including the player controlling the big figure Sentinel, if pushed to KO) places the captive in a square adjacent to the big figure Sentinel’s base and give it an action token as if rescued. If a big figure Sentinel successfully pushes to capture and is KOd from pushing, the captured character is still placed in an adjacent square and given an action token.

Last Modified: 11/5/2004

©2004 WizKids, Inc. All rights reserved. MechWarrior, BattleTech, BattleMech, ’Mech, MW, Shadowrun, Mage Knight, MK, HeroClix, Creepy Freaks, Freak Outs, SportsClix, and WizKids are trademarks of WizKids, Inc. The DC Bullet and all DC characters, names, logos, and distinctive likenesses are trademarks of DC Comics. All artwork and text featuring DC Comics’ characters and related indicia ©2003 DC Comics. All rights reserved. www.dccomics.com

Big Figure Sinestro Last Modified: 11/5/04

Updates in red Point Value Sinestro has three different point values and corresponding starting positions depending on its strength. Before the game begins, decide on a point value for Sinestro and rotate its combat dial the indicated number of clicks from the starting position. Type Point Value Clicks per Dial Veteran 300 0 Experienced 200 3 Rookie 100 6 General Rules The big figure Sinestro (and other HeroClix figures that are mounted on three-inch bases) is called a big figure. The following rules apply to the big figure Sinestro:

1. Is not affected by Force Blast, Incapacitate, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Steal Energy, Support, Exploit Weakness, and any team ability that reproduces those powers.

2. Cannot be moved by Telekinesis, although it can be the target of a Telekinesis attack. 3. Is not affected by knockback. 4. Does not need to roll for break away, although characters adjacent to a big figure roll for break

away per the standard rules. 5. Is the archenemy of any figure that is a member of the Green Lantern Corps. team, and members

of the Green Lantern Corps. team are archenemies of any big figure Sinestro. 6. May be attacked by grounded, elevated, or soaring characters using Close or Ranged Combat

attacks, and is adjacent to characters in adjacent squares regardless of elevation. 7. Cannot be carried. 8. Cannot be captured.

Actions and Pushing A big figure Sinestro may only be given one action per turn. For example, a 200-point big figure Sinestro in a 200-point game could only receive one action per turn. The big figure Sinestro may be pushed, but a player can continue to push a big figure Sinestro for multiple turns in a row, although the big figure Sinestro will continue to receive damage from pushing. If a player does not give a big figure Sinestro an action for that turn, that player removes all action tokens from the big figure Sinestro. Moving A big figure Sinestro occupies 4 squares on the battle map (in a 2-square by 2-square formation). The big figure Sinestro moves per the standard flying rules, and cannot move through indoor blocking terrain. The big figure Sinestro ignores the effects of hindering terrain, elevated terrain, and outdoor blocking terrain on movement, although it must end its turn with its entire base either on or off of elevated terrain and blocking terrain. The player chooses any square adjacent to the big figure Sinestro to begin counting movement. A big figure Sinestro must end its movement so that its base rests on one of the squares within its movement range. If a big figure Sinestro moves over or stops on an object token, the object is destroyed and replaced by a rubble token. Big figure Sinestro must begin the game with their base completely in the starting area.

Last Modified: 11/5/2004

©2004 WizKids, Inc. All rights reserved. MechWarrior, BattleTech, BattleMech, ’Mech, MW, Shadowrun, Mage Knight, MK, HeroClix, Creepy Freaks, Freak Outs, SportsClix, and WizKids are trademarks of WizKids, Inc. The DC Bullet and all DC characters, names, logos, and distinctive likenesses are trademarks of DC Comics. All artwork and text featuring DC Comics’ characters and related indicia ©2003 DC Comics. All rights reserved. www.dccomics.com

Attacking A big figure Sinestro has a maximum of 12 adjacent squares. It can attack and be attacked through any of them. Big figure Sinestro can make a ranged combat attack against any character in range, even if enemy characters are in an adjacent square. Big figure Sinestro may make ranged attacks against figures in adjacent squares. The big figure Sinestro’s large size means that characters do not block line of fire to or from a big figure Sinestro. Big figures on the same elevation block line of fire to other big figures. Blocking terrain blocks line of fire to a big figure Sinestro as normal. Big figure Sinestro and characters on elevated terrain may make ranged combat attacks against each other as if they were on the same terrain level. Soaring characters and big figure Sinestro may attack each other, and when targeting each other both use their full range. Multi-Attack Big figure Sinestro has the following multi-attack power: Multi-Attack (optional): Give the big figure Sinestro a power action. This character may take 2 free actions against two different targets, or two free actions against a single target. These free actions may be power actions, ranged combat actions, or close combat actions. Separate attack rolls are made for each attack. If either or both attacks are successful, the damage dealt for each is reduced by one, to a minimum of one. The damage dealt can be further reduced by defensive powers and abilities. If this character controls a captured character, it cannot use this multi-attack option. Multi-attacks cannot be used to capture. The multi-attack power cannot be countered or lost. Free actions used when using the Multi-Attack power cannot be used to activate another Multi-Attack. Capturing The big figure Sinestro’s most important power is the ability to capture opposing characters. To capture, a big figure Sinestro uses a power action and makes a close combat attack. Characters with Plasticity or Phasing add 2 to their defense value if they are the target of a capture attack. If successful, the attack deals no damage. Remove any action tokens from that character and place the character on the big figure Sinestro’s base. That character is no longer considered to be on the battle map and is out of the game unless rescued. Captured characters do not receive damage and cannot be given actions. If a big figure Sinestro controls a captured character, it cannot use its multi-attack option, although it can still use its regular attack options and powers. A big figure Sinestro can control up to two captured characters at once. If a big figure Sinestro controls two captured characters, it cannot make close combat attacks, but may still make ranged combat attacks. A big figure Sinestro cannot control more than two captured characters. A big figure Sinestro cannot release a captive anywhere other than the starting area. A big figure Sinestro’s player may gain additional victory points for the big figure Sinestro carrying a captive to the big figure Sinestro’s starting area. Once a big figure Sinestro’s entire base is inside its starting area, it may make a power action to release one captive character. Once released, captured characters are considered automatically KOd. Opposing characters KOd in this way are worth two times their value in victory points; captured archenemies of the big figure Sinestro are worth three times their value in victory points when released. If the game ends while the big figure Sinestro is carrying a figure, neither player gets victory points for that figure. If the big figure Sinestro captures the last opposing character, the game ends after that action. Rescuing Captured Characters If a character is captured, other members of that character’s force may attempt to rescue that character. To make a rescue attempt, give a character a power action and make a close or ranged combat attack against

Last Modified: 11/5/2004

©2004 WizKids, Inc. All rights reserved. MechWarrior, BattleTech, BattleMech, ’Mech, MW, Shadowrun, Mage Knight, MK, HeroClix, Creepy Freaks, Freak Outs, SportsClix, and WizKids are trademarks of WizKids, Inc. The DC Bullet and all DC characters, names, logos, and distinctive likenesses are trademarks of DC Comics. All artwork and text featuring DC Comics’ characters and related indicia ©2003 DC Comics. All rights reserved. www.dccomics.com

the big figure Sinestro. If successful, the attack deals no damage, but the captive character is released in any square adjacent to the big figure Sinestro with one action token on it. This action token is added regardless of the number of action tokens on the character when captured. A rescued character may make an action in the same turn in which it was rescued, but must be pushed in order to do so. The player that rescued the captive decides in which square the rescued character “lands.” If a big figure Sinestro holding a captured figure is KOd, the player KOing the big figure Sinestro (including the player controlling the big figure Sinestro, if pushed to KO) places the captive in a square adjacent to the big figure Sinestro’s base and give it an action token as if rescued. If a big figure Sinestro successfully pushes to capture and is KOd from pushing, the captured character is still placed in an adjacent square and given an action token.

Point ValueDark Phoenix has three different point values, each representing a different power level in the game and each beginning the game on a different click. Before the game begins, decide on a point value for Dark Phoenix and rotate its combat dial the indicated number of clicks from the starting position.

Special RulesBecause of its enormous size and special characteristics, Dark Phoenix

• is not affected by Force Blast, Incapacitate, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Steal Energy, Support, or any team ability that duplicates those powers; • cannot be moved by Telekinesis, but may be the target of a Telekinesis attack; • is not affected by knockback; • does not need to roll to break away, although characters adjacent to big figures roll for break away per the standard rules; • may be attacked by grounded, elevated, or soaring characters using close or ranged combat attacks, and is adjacent to characters in adjacent squares regardless of elevation; and • cannot be carried or captured (see below).

Actions and PushingDark Phoenix may be given only one action per turn. Dark Phoenix may be pushed each turn; it will continue to be dealt pushing damage. If Dark Phoenix’s controller does not give Dark Phoenix an action on his or her turn, that player removes all action tokens from Dark Phoenix at the end of that turn.

TM

Dark Phoenix RulesThe following rules apply to the big figure version of Dark Phoenix™; that is, the Dark Phoenix mounted on a 3˝ base.

Level Point Clicks from Starting Value Position

V Veteran 1,000 0E Experienced 800 3R Rookie 600 6

MovingDark Phoenix must begin the game with its base completely in its controller’s starting area. Its base occupies 4 squares on the battle map (2 squares by 2 squares). Dark Phoenix moves per the standard flying rules; it cannot move through indoor blocking terrain. Dark Phoenix ignores the effects of hindering terrain and elevated terrain on movement, although it cannot end a move action with its base both on and off of elevated terrain or blocking terrain. When moving Dark Phoenix, choose any square adjacent to Dark Phoenix to begin counting movement. Dark Phoenix must end its movement so that its base rests on one of the squares within its movement range. If Dark Phoenix moves over or stops its movement on an object token, the object is destroyed; replace it with a rubble token.

AttackingDark Phoenix may be adjacent to a maximum of 12 squares. It may attack and be attacked through

13 2

Standard characters

do not block line of fire to or from

Dark Phoenix.

All of these charactersmay attack

Dark Phoenix.

Soaring Figure(ranged combat)

Elevated Terrain(ranged combat)

Grounded(close combat or ranged combat)

any of them. Dark Phoenix can make a ranged combat attack against any character in range, even if such a character is in an adjacent square. Because Dark Phoenix is a big figure (a character with the damage symbol), lines of fire drawn to and from it are

not blocked by standard characters (characters with the damage symbol), but they are blocked by giant characters (characters with the damage symbol). Big figures that are on the same elevation block line of fire to each other. Blocking terrain blocks line of fire to Dark Phoenix as normal. Dark Phoenix and characters on elevated terrain may make ranged combat attacks against each other as if they were on the same level. Soaring characters and Dark Phoenix do not halve their range values when making ranged combat attacks against each other.

CapturingDark Phoenix may capture opposing characters. A captured character is called a captive. The character controlling a captive is called a captor. To capture a character, give Dark Phoenix a power action and make a close combat attack against that character. Characters with Phasing or Plasticity get +2 to their defense values against capture attacks. If the attack succeeds, it deals no damage. Remove any action tokens from the target and place it on Dark Phoenix’s base; the target is now a captive. Captives are no longer considered to be on the battle map. They may not be dealt damage and they may not be given actions. Dark Phoenix can control up to two captives at a time. If it has one captive, it may not use its Multiattack power, described below, but it may use its other attacks and powers. If it has two captives, it may not use its Multiattack power or make close combat attacks, but it may still make ranged combat attacks. Dark Phoenix’s controller gains additional victory points if Dark Phoenix releases a captive in that player’s starting area. Once Dark Phoenix’s entire base is inside its starting area, it may be given a power action to release one captive; it may release captives only in its controller’s starting area. Once released, a captive is KOd, and it is worth twice its point value in victory points to Dark Phoenix’s

controller. If the game ends and Dark Phoenix controls a captive, neither player gets victory points for that captive. If Dark Phoenix captures the last opposing character, the game ends after that power action resolves.

Rescuing CaptivesIf a character is captured, other members of that character’s force may attempt to rescue it. To rescue a captive, give a friendly character a power action and make a close or ranged combat attack against Dark Phoenix. If it succeeds, the attack deals no damage, but the captive is released in any square adjacent to Dark Phoenix and is given one action token; it is no longer a captive. A rescued character may be given an action on the same turn in which it was rescued, but doing so pushes it. The player that rescued the captive chooses into which square the rescued character is placed. If Dark Phoenix is KOd while it controls a captive, the player who KOd it (including the player controlling Dark Phoenix, if he or she pushes it to KO) places the captive in a square adjacent to Dark Phoenix and gives it an action token, as if it were rescued. If Dark Phoenix successfully pushes to capture a character and is KOd from pushing, the captive is still placed in an adjacent square and given an action token, as if it were rescued.

Powers and AbilitiesDark Phoenix has the Multiattack power and The Power Cosmic team ability.

MULTIATTACK (optional) If this character is a captor, it cannot use Multiattack. Multiattack may not be used to capture a character. Multiattack cannot be countered or lost.

Give this character a power action. It may use two free actions against up to two targets. These free actions may consist of power actions, close combat actions, and ranged combat actions, though free actions gained from this power cannot be used to activate this power. Make an attack roll for each attack, if any. Any damage dealt from one of these attacks is reduced by 1, minimum 1 damage.

THE POWER COSMIC TEAM ABILITY Members of this team do not take pushing damage and their powers cannot be countered. This team ability cannot be copied by wild card team abilities.

©2005 WizKids, Inc. All rights reserved. HeroClix and WizKids are trademarks of WizKids, Inc.Marvel and all related characters and the distinctive likenesses thereof are trademarks of Marvel Characters, Inc., and are used

Dark Phoenix may attack any two of these three targets using a single action, making an attack roll against each target.

This is Dark Phoenix’s close combat area.

Close Combat

Ranged Combat

Ranged Combat

Point ValueDark Phoenix has three different point values, each representing a different power level in the game and each beginning the game on a different click. Before the game begins, decide on a point value for Dark Phoenix and rotate its combat dial the indicated number of clicks from the starting position.

Special RulesBecause of its enormous size and special characteristics, Dark Phoenix

• is not affected by Force Blast, Incapacitate, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Steal Energy, Support, or any team ability that duplicates those powers; • cannot be moved by Telekinesis, but may be the target of a Telekinesis attack; • is not affected by knockback; • does not need to roll to break away, although characters adjacent to big figures roll for break away per the standard rules; • may be attacked by grounded, elevated, or soaring characters using close or ranged combat attacks, and is adjacent to characters in adjacent squares regardless of elevation; and • cannot be carried or captured (see below).

Actions and PushingDark Phoenix may be given only one action per turn. Dark Phoenix may be pushed each turn; it will continue to be dealt pushing damage. If Dark Phoenix’s controller does not give Dark Phoenix an action on his or her turn, that player removes all action tokens from Dark Phoenix at the end of that turn.

TM

Dark Phoenix RulesThe following rules apply to the big figure version of Dark Phoenix™; that is, the Dark Phoenix mounted on a 3˝ base.

Level Point Clicks from Starting Value Position

V Veteran 1,000 0E Experienced 800 3R Rookie 600 6

MovingDark Phoenix must begin the game with its base completely in its controller’s starting area. Its base occupies 4 squares on the battle map (2 squares by 2 squares). Dark Phoenix moves per the standard flying rules; it cannot move through indoor blocking terrain. Dark Phoenix ignores the effects of hindering terrain and elevated terrain on movement, although it cannot end a move action with its base both on and off of elevated terrain or blocking terrain. When moving Dark Phoenix, choose any square adjacent to Dark Phoenix to begin counting movement. Dark Phoenix must end its movement so that its base rests on one of the squares within its movement range. If Dark Phoenix moves over or stops its movement on an object token, the object is destroyed; replace it with a rubble token.

AttackingDark Phoenix may be adjacent to a maximum of 12 squares. It may attack and be attacked through

13 2

Standard characters

do not block line of fire to or from

Dark Phoenix.

All of these charactersmay attack

Dark Phoenix.

Soaring Figure(ranged combat)

Elevated Terrain(ranged combat)

Grounded(close combat or ranged combat)

any of them. Dark Phoenix can make a ranged combat attack against any character in range, even if such a character is in an adjacent square. Because Dark Phoenix is a big figure (a character with the damage symbol), lines of fire drawn to and from it are

not blocked by standard characters (characters with the damage symbol), but they are blocked by giant characters (characters with the damage symbol). Big figures that are on the same elevation block line of fire to each other. Blocking terrain blocks line of fire to Dark Phoenix as normal. Dark Phoenix and characters on elevated terrain may make ranged combat attacks against each other as if they were on the same level. Soaring characters and Dark Phoenix do not halve their range values when making ranged combat attacks against each other.

CapturingDark Phoenix may capture opposing characters. A captured character is called a captive. The character controlling a captive is called a captor. To capture a character, give Dark Phoenix a power action and make a close combat attack against that character. Characters with Phasing or Plasticity get +2 to their defense values against capture attacks. If the attack succeeds, it deals no damage. Remove any action tokens from the target and place it on Dark Phoenix’s base; the target is now a captive. Captives are no longer considered to be on the battle map. They may not be dealt damage and they may not be given actions. Dark Phoenix can control up to two captives at a time. If it has one captive, it may not use its Multiattack power, described below, but it may use its other attacks and powers. If it has two captives, it may not use its Multiattack power or make close combat attacks, but it may still make ranged combat attacks. Dark Phoenix’s controller gains additional victory points if Dark Phoenix releases a captive in that player’s starting area. Once Dark Phoenix’s entire base is inside its starting area, it may be given a power action to release one captive; it may release captives only in its controller’s starting area. Once released, a captive is KOd, and it is worth twice its point value in victory points to Dark Phoenix’s

controller. If the game ends and Dark Phoenix controls a captive, neither player gets victory points for that captive. If Dark Phoenix captures the last opposing character, the game ends after that power action resolves.

Rescuing CaptivesIf a character is captured, other members of that character’s force may attempt to rescue it. To rescue a captive, give a friendly character a power action and make a close or ranged combat attack against Dark Phoenix. If it succeeds, the attack deals no damage, but the captive is released in any square adjacent to Dark Phoenix and is given one action token; it is no longer a captive. A rescued character may be given an action on the same turn in which it was rescued, but doing so pushes it. The player that rescued the captive chooses into which square the rescued character is placed. If Dark Phoenix is KOd while it controls a captive, the player who KOd it (including the player controlling Dark Phoenix, if he or she pushes it to KO) places the captive in a square adjacent to Dark Phoenix and gives it an action token, as if it were rescued. If Dark Phoenix successfully pushes to capture a character and is KOd from pushing, the captive is still placed in an adjacent square and given an action token, as if it were rescued.

Powers and AbilitiesDark Phoenix has the Multiattack power and The Power Cosmic team ability.

MULTIATTACK (optional) If this character is a captor, it cannot use Multiattack. Multiattack may not be used to capture a character. Multiattack cannot be countered or lost.

Give this character a power action. It may use two free actions against up to two targets. These free actions may consist of power actions, close combat actions, and ranged combat actions, though free actions gained from this power cannot be used to activate this power. Make an attack roll for each attack, if any. Any damage dealt from one of these attacks is reduced by 1, minimum 1 damage.

THE POWER COSMIC TEAM ABILITY Members of this team do not take pushing damage and their powers cannot be countered. This team ability cannot be copied by wild card team abilities.

©2005 WizKids, Inc. All rights reserved. HeroClix and WizKids are trademarks of WizKids, Inc.Marvel and all related characters and the distinctive likenesses thereof are trademarks of Marvel Characters, Inc., and are used

Dark Phoenix may attack any two of these three targets using a single action, making an attack roll against each target.

This is Dark Phoenix’s close combat area.

Close Combat

Ranged Combat

Ranged Combat

Speed

X FLURRY (OPTIONAL): Give this character a close combat action. It makes two separate close combat attacks as free actions (making two separate attack rolls) against one or two adjacent targets. Resolve the first attack before making the second. If this character loses Flurry prior to making the second attack, it cannot make the second attack.

X LEAP/CLIMB (OPTIONAL): When you give this character a move action, it automatically breaks away and ignores the effects of characters, hindering terrain, elevated terrain, and outdoor blocking terrain on movement. When you give this character a close combat action, it can target a grounded or flying character regardless of the target’s elevation or flight mode.

X PHASING/TELEPORT (OPTIONAL): Give this character a power action and move it up to its speed value. It automatically breaks away and ignores the effects of characters, hindering terrain, elevated terrain, and blocking terrain on movement. This character cannot end its movement in or on blocking terrain.

X EARTHBOUND This character has the speed mode instead of its printed speed mode and the damage mode if it has the damage mode. If this character is soaring when it gains Earthbound, deal it 1 damage. This power cannot be countered.

X CHARGE (OPTIONAL): Give this character a power action; halve its speed value for the action. Move this charcter up to its replacement speed value and then give it one close combat action as a free action. A character with this power ignores knockback and other characters’ Force Blast.

X MIND CONTROL (OPTIONAL): Give this character a power action; it makes a close combat or ranged combat attack as a free action. A successful attack deals no damage; instead, the target becomes friendly to your force and opposing to your opponent’s force, and any of the target’s canceled powers return until it returns to its owner’s force. Each target hit can be assigned one action as a free action. Immediately upon resolving this action, the target becomes an opposing character to you and friendly to its owner’s force. This character takes 1 damage for each 100 points of the successfully hit targets’ combined point value. If this character has a range value of 0, its range value is 4 for purposes of this power and cannot be further modified.

X PLASTICITY (OPTIONAL): This character succeeds on break away rolls on results of 2–6. Opposing characters that roll to break away from this character must roll a 6 to break away. If opposing characters with Plasticity are adjacent, they ignore the effects of each other’s Plasticity.

X FORCE BLAST (OPTIONAL): Give this character a power action and roll a six-sided die; a single target adjacent opposing character is knocked back from this character a number of squares equal to the result. The target automatically breaks away, and can move through squares adjacent to opposing characters. The target can be dealt knockback damage.

X HYPERSONIC SPEED (OPTIONAL): Choose one of the following: (1) Give this character a power action. It automatically breaks away and can move through squares adjacent to opposing characters. During its move, this character can as a free action make one close combat or one ranged combat attack with its range value halved for the attack. This character must be in a square where it could legally end its move in order to make the attack. This character can continue to use the rest of its movement after making the attack. (2) Give this character a power action. It makes a close combat attack as a free action; its damage value becomes 1. If the attack succeeds, this character can continue to make close combat attacks as free actions against the same target until this character declares an end to the attacks or an attack fails. After each successful attack, modify the target’s defense value by +1 and this character’s damage value by +1 before making the next attack. When this character stops attacking or an attack fails, deal damage to the target equal to the attacker’s modified damage value at the time of the last successful attack. If there were no successful attacks, the attack deals 0 damage. If doubles are rolled during any successful attack, knockback occurs only after damage from the power action is taken. Powers that allow a character to evade attacks are activated once after the power action resolves.

X STEALTH (OPTIONAL): Any line of fire drawn to this character that crosses hindering terrain, including a square of hindering terrain occupied by this character, is treated as though it crosses blocking terrain.

X RUNNING SHOT (OPTIONAL): Give this character a power action; halve its speed value for the action. Move this character up to its replacement speed value and give it one ranged combat action as a free action. This character must declare a target to which it can draw a clear line of fire from the square where it intends to end its move in order to use this power.

Attack

X BLADES/CLAWS/FANGS (OPTIONAL): When this character is given a close combat action, roll one six-sided die after making a successful attack roll. The result replaces this character’s damage value when resolving the attack. If the target was blocking terrain, a wall, or an object, it is destroyed on a result of 3–6.

X ENERGY EXPLOSION (OPTIONAL): Give this character a ranged combat action; its damage value becomes 1 until the attack has been resolved. For each target hit by the attack, compare the result of the attack roll to the defense value of each character adjacent to the target to determine if the attack also succeeds against them. Ignore the hindering terrain modifier resulting from characters adjacent to the target when determining if the attack succeeds against additional characters. Each character successfully hit is dealt damage equal to the number of times it was hit by this attack (characters adjacent to multiple targets can be hit more than once by this attack). A critical hit with this attack automatically hits the target(s) and any characters adjacent to the target(s), and deals 1 additional damage to all characters hit. Powers that allow a character to evade attacks are rolled only once after this character’s ranged combat action resolves. If a character evades, it evades all hits by this attack. This power cannot be used to target blocking terrain or objects.

X PULSE WAVE (OPTIONAL): Give this character a ranged combat action; halve its range value until the action has been resolved. All powers, team abilities, and feats possessed by characters within range of this attack are ignored until the action has been resolved. Wild cards using this power may use the team ability of a friendly character within range of this attack. At least one opposing figure must be within range of this attack to activate this power. Draw lines of fire to every character (friendly and opposing) within range in every direction; these lines of fire ignore characters, but are affected normally by terrain. If clear lines of fire can be drawn to two or more characters, this character’s damage value becomes 1 for this attack; otherwise, do not replace this character’s damage value. Make a single attack roll and compare the result to the defense value of each character in range; each character hit is dealt damage. Attacks made with this power do not target characters.

X QUAKE (OPTIONAL): Give this character a close combat action; until the attack has been resolved, its damage value becomes 2 if it is greater than 2. Make a single attack roll and compare the result to the defense values of all opposing characters adjacent to this character. Each character that takes damage from this attack is knocked back.

X SUPER STRENGTH (OPTIONAL): When this character moves as part of a move action, power action, or free action, it can pick up an object as a free action and carry it. The object must be either in a square the character occupies or in an adjacent square. This character can use an object it picks up as a weapon. If this power is lost or countered while this character is holding an object, immediately place the object in the square this character occupies. This power cannot be canceled while this character is carrying an object.

X INCAPACITATE (OPTIONAL): Give this character a close combat or ranged combat action; its damage value becomes 0 until the action has been resolved. If this character successfully hits a target that has zero or one action token, give the target an action token.

X PSYCHIC BLAST (OPTIONAL): Give this character a ranged combat action. Damage from this attack is penetrating damage.

X SMOKE CLOUD (OPTIONAL): Give this character a power action; place up to four hindering terrain markers on the battlefield within this character’s range. Each hindering terrain marker must be placed adjacent to another hindering terrain marker created by this character. If this character has a range of 0, it can place the markers only in the square it occupies and/or adjacent squares. This character must have a clear line of fire to at least one of the hindering terrain markers. These markers cannot be placed on blocking terrain but can be placed on hindering terrain or in squares occupied by characters. These terrain markers remain in place until the beginning of your next turn or until this power is countered or lost. A soaring character cannot use this power.

X POISON (OPTIONAL): Once at the beginning of your turn, as a free action this character deals 1 damage to each opposing character adjacent to it.

X STEAL ENERGY Each time an opposing character takes damage from a close combat attack made by this character, this character is healed of 1 damage.

X TELEKINESIS (OPTIONAL): Give this character a power action and choose one of the following options. (For option 1 and 2, the target automatically breaks away and ignores the effects of characters and hindering terrain on movement. The target can be placed on elevated terrain but cannot be placed on or in blocking terrain. This character must have a clear line of fire to the target’s square.) (1) This character makes one close combat attack that deals no damage. If the attack succeeds, move the target up to 10 squares. (2) This character moves a target adjacent object that is not being held or a target adjacent friendly character up to 10 squares. (3) It makes a ranged combat attack using an object that is not held by another character (see the “Objects” section of the rulebook). This character must have a clear line of fire to the target of the attack.

POWERS AND ABILITIES

Defense

X SUPER SENSES (OPTIONAL): When this character is hit by an attack, roll one six-sided die before damage is dealt. On a result of 5 or 6, this character evades the attack.

X TOUGHNESS Damage dealt to this character is reduced by 1.

X DEFEND (OPTIONAL): Before any attack roll, any friendly character adjacent to this character may replace its defense value with this character’s unmodified defense value (including a replacement defense value) for the duration of the attack.

X COMBAT REFLEXES (OPTIONAL): Modify this character’s defense value by +2 against close combat attacks. This character may choose to be knocked back by any attack from which it takes damage. Knockback damage dealt to this character is reduced to 0.

X ENERGY SHIELD/DEFLECTION Modify this character’s defense value by +2 against ranged combat attacks.

X BARRIER (OPTIONAL): Give this character a power action; place up to four barrier terrain markers (which are blocking terrain) on the battlefield in any square of clear terrain that is not occupied by a character and is within this character’s range. Each barrier terrain marker must be placed adjacent to another barrier terrain marker created by this character. If this character has a range of 0, it can place the markers only in adjacent squares. This character must have a clear line of fire to at least one of the barrier terrain markers. These barrier markers remain in place until the beginning of your next turn or until this power is countered or lost. A soaring character cannot use this power.

X MASTERMIND (OPTIONAL): Each time this character would be dealt damage, you may instead choose to have all the damage be dealt to a single adjacent friendly character with a lower point value than this character. If the damage resulted from an attack with knockback, the character that takes the damage is knocked back. If a character is KOd by damage dealt using this power, it is considered to have been KOd by the character that originally dealt the damage. Damage dealt by this power is not an attack.

X WILLPOWER (OPTIONAL): This character does not take pushing damage.

X IMPERVIOUS When this character is dealt damage, roll one six-sided die. On a result of 5 or 6, the damage dealt is reduced to 0. On a result of 1–4, the damage dealt is reduced by 2.

X REGENERATION (OPTIONAL): Give this character a power action. Roll one six-sided die and subtract 2 from the result. Treat a negative result as 0. Heal this character of damage equal to the result.

X INVULNERABILITY Damage dealt to this character is reduced by 2.

Damage

X RANGED COMBAT EXPERT (OPTIONAL): Give this character a power action. It makes a ranged combat attack against a single target character; modify its damage value by +2 for the attack. Ranged Combat Expert cannot be used when using an object as a weapon.

X BATTLE FURY This character cannot make a ranged combat attack, cannot be targeted by Mind Control, and cannot be carried.

X SUPPORT (OPTIONAL): Give this character a power action and make an attack roll against an adjacent target friendly character as though making a close combat attack. Neither this character nor the target may be adjacent to an opposing character; ignore all combat value modifiers for purposes of this attack. If the attack roll succeeds, roll one six-sided die and subtract 2 from the result. If the result is less than 1, the result is 1. The target is healed of damage equal to the result.

X EXPLOIT WEAKNESS (OPTIONAL): Give this character a close combat action. Damage from this attack is penetrating damage.

X ENHANCEMENT (OPTIONAL): When an adjacent friendly character makes a ranged combat attack, this character modifies the adjacent friendly character’s damage value by +1 once for the attack. More than one character with Enhancement can modify the same attack. This character can use this power more than once per turn.

X PROBABILITY CONTROL (OPTIONAL): Once during your turn, this character allows you to reroll one of your dice (or die) rolls and to ignore the result of the original roll. All dice used in the original roll must be rerolled. A character using this power must be within 10 squares of the character for which the original roll was made, and have a clear line of fire to that character. A character can use this power on itself. Using the same rules, once during an opponent’s turn, this character allows you to force that opponent to reroll one of his or her dice (or die) rolls and to ignore the result of the original roll. In games with three or more players, this power can be used only once between your turns.

X SHAPE CHANGE When this character is chosen as the target of an attack, roll one six-sided die. On a result of 5 or 6, the attack cannot be made. The attacker must choose another target or be given a different action.

X CLOSE COMBAT EXPERT (OPTIONAL): Give this character a power action. It makes a close combat attack against a single opposing target character; modify this character’s damage value by +2 for the attack. Close Combat Expert cannot be used when using an object as a weapon.

X PERPLEX (OPTIONAL): Once during your turn (but not during another action), as a free action this character modifies by +1 or –1 any combat value (including range) of a target character, including itself, until the end of the turn. A character using this power must be within 10 squares of the target and have a clear line of fire to the target. This effect ends immediately if this character loses Perplex or is KOd, or if the target is damaged or healed during this turn.

X OUTWIT (OPTIONAL): Once during your turn (but not during another action), as a free action this character counters a power on a single target opposing character. Treat the target as if it does not have the countered power. That power remains countered until the beginning of your next turn. A character using this power must be within 10 squares of the target and have a clear line of fire to the target. Instead of a power, you may choose to counter an opposing flying character’s ability to soar; in this case, lower the soaring character to hovering mode. If this character loses Outwit or is KOd, the countered power or ability returns immediately.

X LEADERSHIP (OPTIONAL): Once at the beginning of your turn, as a free action, roll one six-sided die. On a result of 4–6, add one action to your available actions for that turn. A player can gain only one action each turn with this power, even if the player has more than one character with Leadership.

Team Abilities

AVENGERS™ When you give an Avengers team member a move action, it does not count toward your available actions for the turn.

BROTHERHOOD OF MUTANTS™ When you give a Brotherhood of Mutants team member a move action, it does not count toward your available actions for the turn.

DEFENDERS™ Before any attack roll, a Defenders team member may replace its defense value with the unmodified defense value (including a replacement defense value) of any adjacent friendly Defenders team member for the attack.

FANTASTIC FOUR™ When a member of this team is KOd, each friendly Fantastic Four team member may be healed of 1 damage. If all remaining team members are KOd in the resolution of the same action, this team ability cannot be used.

HYDRA™ For each Hydra team member adjacent to a friendly character making a ranged combat attack, the friendly character’s attack value may be modified by +1. All Hydra team members modifying a friendly character’s attack value must have a clear line of fire to the target, though the target does not need to be within range of any Hydra team member modifying the attack.

MASTERS OF EVIL™ A Masters of Evil team member may be given an action when it has two action tokens on it. If it does, do not place an action token on the team member after the action resolves; instead, deal it 1 unavoidable damage. At the end of your turn, do not remove action tokens from a member of this team that has been given an action during that turn.

MINIONS OF DOOM™ Minions of Doom team members are wild cards.

POWER COSMIC™ Members of this team do not take pushing damage and their powers cannot be countered. This team ability cannot be copied by wild card team abilities.

S.H.I.E.L.D.™ When a friendly character makes a ranged combat attack, you may give any number of friendly S.H.I.E.L.D. team members adjacent to the attacker a power action before making the attack roll. Modify the attacker’s damage value by +1 for each S.H.I.E.L.D. team member given a power action in this way.

SINISTER SYNDICATE™ Before the attack roll of any attack made by a Sinister Syndicate team member, the team member may replace its attack value with the unmodified attack value (including a replacement attack value) of any adjacent friendly Sinister Syndicate team member.

SKRULLS™ When a member of this team is chosen as the target of an attack, roll one six-sided die. On a result of 6, the attack cannot be made. The attacker must choose another target or be given a different action.

SPIDER-MAN™ Spider-Man team members are wild cards.

ULTIMATES™ An Ultimates team member ignores the effects of hindering terrain (including team abilities that give hindering terrain bonuses) on its movement, combat, powers, and feats.

ULTIMATE X-MEN™ At any time during the game, choose an opposing team or character for this team member; once this choice is made, it cannot be changed. Modifiy this team member’s attack value by +1 against members of the chosen team or character.

X-MEN At the beginning of an action during which two friendly members of this team are adjacent to each other, you may give one of those characters a power action and deal 1 unavoidable damage to it. The other adjacent, friendly character is healed of 1 damage.

©2006 WizKids, Inc. All rights reserved. HeroClix and WizKids are trademarks of WizKids, Inc. Marvel and all related characters and the distinctive likenesses thereof are trademarks of Marvel Characters, Inc., and are used with permission. ©2006 Marvel Characters, Inc. www.marvel.com